John Peng
Software Development
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3D Physics System Featuring Rigid Bodies with Iterative and
Impulsive Model
My thesis was about developing a physics Physics has been my passion since
and integrating it into the personal engine. behavior resulting from interactions
system with custom math infrastructure
The goal was to understand how game
physics work and to develop my own
implementations on various algorithms.
The subject ranged from particle physics
impacts players most immediately as they
start playing a game. Physics systems are
the best tool to bring that level of reality
into virtual scenes.
to rigid body physics, from math tools This project took about six months,
impulse, and from contact generation foundation I developed for a previous
to visual debuggers, from force to
to its resolution. It focused particularly
on an iterative nature of physics models
and also explored advanced topics
including continuous collision detection
and convexity problems with Quickhull,
GJK, as well as Minkowski Difference.
It also supports optimizations like BVH
and compared its robustness and
performance with the industrial PhysX 4.0.
90
undergrad. To me, the correct physics
SOFTWARE DEVELOPMENT
extended from a simple 2D physics
Directed Focus Study.