Physics Engine

Physics engine in action

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


  • 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

A pile of boxes being catapulted into the air.

The ragdoll being catapulted into the air.