Game Physics Engine Development in C# with Unity
Goal of the project is to create our own physics engine in Unity and to make a game using none of Unity's built in physics scripts. Most collisions come with proper gizmos to view the collision bounds!
Code is provided for both in-engine custom code to help people understand the different math equations required for physics. Also includes a DLL and packing system so we could maintain the C++ performance ( this does not have most of the advanced physics work that the C# has)
Commit dc6d8db24935d4da0f9140e1e04d55c36ec7f933
- Lab 5 Final Commit - Collision Response Circle v Circle, Circle v AABB, AABB v AABB, OBB v Circle, OBB v AABB, OBB v OBB Note: not applying force to contact point just calculates the penetration and the contact norm
Commit fe5ae859b338a5199573210feb5b37696136390e
- Lab 4 Final Commit - Collision Detection Circle v Circle, Circle v AABB, AABB v AABB, OBB v Circle, OBB v AABB, OBB v OBB
Commit b6a7993d75fe47b53da6b4a0c59df5f57b0a4aa9
- Lab 3 Final Commit - added torque
Commit 3d93830798410997b70c627d7cf1c543a268c53c
- Lab 2 Final Commit - Particle2D extended to an object with volume
Commit 41afe0e2b5f53771af59af469c6e95c0dff1ba18
- Lab 1 Final Commit - Particle2D Movement