This is my first entry into the world of blogging. I’ll be posting programming snippets here that I find useful or interesting. Mainly about C/C++, graphics, physics, raytracing, assembly, disassembly, etc. Note: You can subscribe to this blog if you want too.
Description: This is an implementation of my physics engine that I developed during my PHY350 class at DigiPen. There are many more features I would like to add to this physics engine, so once I get out of school, expect to see a more advanced engine. Expect integration with my other engine which includes articulated figures, hierarchical based animation system, path following, path finding, Inverse Kinematics, and spring based cloth physics.
Date: 2007
Features:
Object Oriented Bounding Boxes
Narrow Phase Collision Detection: SAT
Broad Phase Collision Detection: None
Impulse Based Collision Resolution
Micro-collision based
Objects can fall asleep
Simple rag-doll physics with contact points used for joints
Platform: PC
Requirements: Windows XP, 512 MB RAM, 1.6 GHz Processor, DirectX 9c, Pixel and Vertex Shaders 2.0
Controls: None
Screen Shots:
A stack of boxes falling down after being shot with another box
Description:This is a ray tracer that I implemented in one of my CS classes at DigiPen. There are a lot more features I would like to add to this ray tracer to make it faster and have more interesting effects.