For the second term at Level 5 of my Computer Games Programming (BSc) degree at University of Staffordshire, I had an Applied Mathematics for Games module where I created a basic physics simulation in a provided DirectX framework. This was all coded using C++.
The simulation contained:
- Discrete fixed timestep simulation using a deltaTime accumulator
- Force based rigidbody movement with gravity
- Contact forces of drag and both static and dynamic friction
- Custom Vector3 class
- Colliders of type Bounding Box, Orientated Bounding Box, and Sphere
- Collision resolution with impulse and interpenetration correction through collision manifolds
- Rotational forces
- Basic particle system
Overall in this module I learned the basics of how to create physics simulations for games. A lot of extra content that would be necessary for a fully fledge simulation were looked into for the writing assessment of the module and feel confident in my ability to further my understanding of physics simulation at a later time.