Physics engine demo
General Overview:
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As part of my course, I was required to simulate realistic physics upon different game objects without using Unity's in built physics engine. The 3 scenarios we were given to create were:
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Scenario 1: Bouncing Ball
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For the first scenario, I had to apply the correct physics allowing for a ball to continue bouncing and gradually reduce its velocity so that it would eventually come to a complete stop.
Scenario 2: Waypoints
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The second scenario involved creating 4 waypoints and having a ball move at a constant speed between each way point. As the ball made its approach to a waypoint it would start to decelerate and as it made its way towards the next waypoint, it would begin to accelerate.

Scenario 3: Rocket In Space
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The final scenario was to create a small game were the player controlled a rocket with a tether attached to it. Using the tether, the player would have to latch it onto the 3 boulders besides the rocket and transport them to another location whilst avoiding obstacles. The rocket also has fuel that depleted quicker the heavier the boulder was or if an obstacle was hit. To beat the game, the player would have to transport all 3 boulders to the checkpoint before their fuel runs out. For this task, we were free to use all of Unity's features.



This project was a great insight on how real world physics are implemented on game objects as this is incredibly important for developers who are creating highly realistics game.
ROLE
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Programmer
TOOLS
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Unity Engine
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Microsoft Visual Studio 2022
LANGUAGE
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C#
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​PERSONAL CONTRIBUTION
- Design
- Physics Implementation
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