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Verlet Integration with C++ and OpenGL
Physics Engine
This project was built in a custom C++ engine that uses a fixed update loop for computing physics.
Math operations are performed using a custom SIMD implementation for increased performance.
I created a sampling profiler, logging system, and benchmark class to help debug and identify bottlenecks.
Octree and multithreading were used to increase performance on collision calculations.
An editor was created using Dear ImGui to manipulate the program during runtime.
Uses CMake to build the project.
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