Modelling and Simulation of Real-Time Soft-Bodies for Computer Games
As part of my disseration I was required to develop a simulation of a real-time soft-body physics library, with experimentation occurring within the Unity Game Engine and core library code written in C++ using OpenGL for rendering.
I made use of an entity-component-system design pattern for the C++ library and in doing so have made it very easy to generate new objects within the scene and apply various components to them.
Since soley undertaking the project within pure C++ would be a large undertaking that would require significant developement and testing of many areas that are not directly related to the dissertation title, I made sure I could produce fully working and realistic physics using the Unity Engine. Although this engine was used, I made sure I did not make use of any existing Unity components where possible so that I would have an easier time translating my result into C++.
Source code available here: https://github.com/WilliamAkins/Real-Time-Soft-Body-Library