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Category Archives: Physics & Simulation

C++98, OpenGL, Bullet Physics, and GLM, no other external libraries used

Integrated Bullet Physics using an all interface structure for communication for Bullet Physics which allows the program to easily swap out a different physics engine such as Havok, or any other one. Implemented rigid bodies, vehicles, and constraints.

C++98, OpenGL, and GLM, no other external libraries used

Developed a physics engine from scratch using verlet integration. Physics engine allows rigid bodies (sphere, cube, plane, AABB), and soft bodies.

C++98, OpenGL, and GLM, no other external libraries used.

Sphere-Sphere and Triangle-Sphere collision detection, and response. Physics programmed by myself. Using Euler integration.

C++98, OpenGL, and GLM, no other external libraries used.

Using an AABB Heirarchy, triangles from each static mesh were loaded into an AABB structure by mesh id, and triangle id. When a game object is within an AABB, looked up by a hash id, it will perform a narrow phase collision detection with all triangles within the AABB. This demo’s purpose is to show off broad phase collision detection. In the video you will notice the colours of the triangles that collided with the DeLorean’s collision objects (Spheres. There are 12 collision spheres on the DeLorean).