Game Engine Feature:

Networked Physics

(C++)

Team of 2 engineers

January - May 2017

A new feature in a very low-level and feature-poor C++ engine ("Prime Engine").

Features (created from scratch):

  • Robust UDP connection (and slower TCP alternative).

  • Rigidbody character controllers with collision handling and gravity.

  • Start and win/lose event systems, and framework for expansions.

  • Customisable physics objects and regions (e.g. slippery or bouncy objects, low gravity areas, etc.).

  • Custom skybox.

  • A game prototype ("The Floor is Lava") to demonstrate some of these features.

In progress: procedurally generated routes and branching decision points.

©2017 by Martin Micklethwaite.