Modelling and Simulation of Real-Time Soft-Bodies for Computer Games
Currently as part of my dissertation i’m producing a simulation of real-time soft-bodies. This involves the development of a 3D physics engine which is capable of generating collisions, forces, springs and cloth simulation. These components are then required in order to generate soft-bodies.
Using the entity-component-system design pattern, I’ve been ensuring the physics library can be easily integrated with other libraries that would make up a functional game engine.
Once finished I do have plans to try and extend this library and hopefully develop a rendering system using DirectX and currently for testing it uses OpenGL.