Physics & Collision System
Extending PrimeEngine with engine-level simulation and runtime collision behavior.
What it is
This project extends the PrimeEngine game engine by implementing collision handling and basic physics behavior (primarily gravity) directly into the base engine code. The goal was to move beyond gameplay scripting and work at the engine systems layer.
Why I built it
I wanted hands-on experience with how real-time simulation is integrated into an engine update loop: how objects move, how collisions are detected/resolved, and how systems are exposed to higher-level scripting for iteration.
What I built
- Implemented gravity-driven motion as part of the runtime simulation step.
- Added collision handling into the engine’s core flow (engine modification, not just gameplay code).
- Used C++ for engine systems and Lua for integration/configuration where appropriate.
- Validated behavior through runtime demos focused on correctness and stability.
Demo
Tech Summary
Technologies: C++, Lua, PrimeEngine engine modification, real-time simulation concepts.