Custom Physics Engine
About the Project
This custom physics engine was developed as a learning experience to gain a deeper understanding of how video game engines work. Built using C++, it focuses on simulating realistic physics behaviors while also incorporating rendering using Vulkan. The project serves as an exploration into key game engine components, such as particle systems, collision detection, and efficient handling of physics calculations. By developing this engine, I aimed to enhance my technical skills and knowledge in both physics simulation and graphics rendering, preparing for more complex game development projects in the future.
The Engine
The custom physics engine is developed in C++ and leverages the power of GLFW for window management and input handling, alongside Vulkan for high-performance rendering. Vulkan's low-level access to the GPU allows for greater control and efficiency in rendering, ensuring smooth performance even when dealing with complex scenes. For the physics engine, I drew inspiration from Cyclone, a physics library designed by Ian Millington. The engine simulates various physical behaviors, including rigid body dynamics, collision detection, and particle systems. The use of Cyclone as a reference helped in structuring the engine to handle realistic interactions between objects, allowing for more immersive and dynamic gameplay experiences.
Key Features
Physics Simulation
The engine simulates various physical behaviors, including ballistics, gravity and springs.
Rendering
The engine uses Vulkan for high-performance rendering.
Contacts Detection
The engine is able to detect contacts for particles and handle them accordingly.
Gallery


