Christopher Vedlund Game Programmer Home FABRIK Group Projects Hobby Projects About Me

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Group Project 7
During this project, we had to implement physics using a physics library. I chose NVIDIA PhysX for its efficiency and robust simulation features. It allowed me to handle collisions, gravity, and object interactions smoothly, making the gameplay feel more realistic and responsive.

My Contributions
  • Physics Engine using PhysX
  • Animations
  • And more!


Project Specifications
Team Size: 15
Reference: DOOM
Duration: 16 weeks
Speed: 50%
Physics Engine using PhysX
This part of the project took up most of my time. I wanted to ensure that the engine was easy for the rest of the team to use, minimizing the amount of work they needed to do on their own.

The image shows that multiple actors can be created and deleted during runtime, with a functional cleanup process in place to ensure proper memory management.

It also displays the first iteration of the physics engine, which was a crucial milestone in making the game world more dynamic and interactive.
Rework of the Physics Engine
As I learned more about PhysX and its inner workings, I reworked the engine twice to improve its performance. The first rework focused on optimizing physics calculations and collision detection, while the second aimed at improving scalability and ensuring smoother interaction with other game systems. Each iteration made the engine more efficient and responsive.
I am part of The Game Assembly’s internship program. As per the agreement between the Game Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 23rd. Any internship offers can be made on May 5th, at the earliest.
Location Stockholm, Sweden Järfälla 177 47
Contact vedlundchristopher@gmail.com (+46) 768-68 61 70
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