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GAME PHYSICS
DEMO REEL
Showcases the implementations done for character physics, fluid physics and soft body physics
YEAR
TYPE
EFFORT
2008
Demo Reel
Solo
Game Physics Demo Reel
     + Introduction
     + Skills and Experience
@ Demo Reels > Demo Reels
SECTION MENU
     + Character Rigging (2008)
     + Game Physics (2008)
     + R&D (2008)
     + Games and Animation (2008)

Introduction

This demo reel showcases the implementations done for character physics, fluid physics and soft body physics. There is also a section on collision handling between different types of objects. Most of them are implemented using Microsoft XNA 2.0, with some done using OGRE.


My game physics demo reel

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Skills and Experience

Skills and experience in game physics

  • Understand and able to quickly implement many real-time algorithms for physics simulation, fluids and deformable bodies
  • Published a paper on real-time muscle dynamics that enables real-time muscle jiggles for game characters
  • Developed a physics library for XNA that allows quick creation of cloth, balloon and other soft bodies
  • Tech demos on Pressurized Soft Body and Smoothed Particle Hydrodynamics are now permanent showcases in Microsoft Innovation Centre Singapore
  • Used physics for soft bodies as the main game concept for a 3D casual game (Cloud Guardian)
  • Skills: Numerical integration, physics dynamics theory and equations, XNA, OGRE, C#, C++, C

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CG:SKEELOGY
ABOUT ME
I have experience with physics simulation programming, character rigging and R&D on anatomical and deformable models. In my free time, I work on small personal projects such as casual games and tools development.
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