Physics simulation

This project is to demonstrate realtime techniques for collision detection and response while maintaining accurately simulated physics calculations including friction, drag, gravity, and conservation of momentum which are used heavily in the field of core game engine implementations.

Also this coursework is making use of the fact that the future development in processors architecture is by increasing the number of processing cores on a single chip or even multiprocessor architectures, so programming multi-threaded application becomes inevitable with all its issues of shared data and maintaining data integrety.

In these screenshots you can see bouncing balls interacting with the environment (Box) and colliding with each other and with a piece of cloth modeled using the spring dashpoint theory in realtime.

The project consists of two applications, a server where all the computations and physics algorithms run, and a client application that connects to the server to receive updated positions of the objects. Multi-client, reliability packets for congestion, and network fault tollerance are supported.

 

~ by youssefshady on May 1, 2008.

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