2007 Physics 🎳

    • C++➕, Demos🔮, Old

⏱️Overview

These are various demo projects done at work, using PhysX a realtime physics simulation engine. More or less the same features can be achieved using Bullet, is open source and IMO better. I did everything it offered then, e.g. rigid body, joints, cloth, fluid and car (tires) simulation.

📜History

I also implemented rag doll (for bodies) and water buoyancy areas. I had a demo with rag doll in water.

The job was very underpaid (also my first), but educational. Also good experience for my next job, since it used PhysX too.

In the next one I implemented sailboat dynamics and water buoyancy for objects, way simpler (for my taste), but at least fast. The algorithm was for a height based water and just used 2 points on each shape type to compute forces.

⏳Summary

So I learned and developed many things for game physics at the time. Definitely not all, e.g. no simulation or destruction/fracture, which got me interested. But I’d say I was a game physics programmer for few years.

The car simulation was very basic, I continued later on my own with car games.