University Projects
My fourth year Honours Project was an investigation into adding collisions and rotations into an N-Body Simulation. N-Body Simulations aim to study the movement of objects (bodies) under the effect of some governing force, such as gravity. The most common N-Body simulations are of the celestial kind investigating the effects of gravity on celestial bodies. These simulations usually study the linear movement of these bodies and ignore any rotational movement as is not usually important. They also rarely deal with collisions between these bodies. However, Computer games do not ignore these aspects and have to simulate collisions and rotations in real time.
Studying optimisations used in N-Body simulations and computer games is it feasible to implement collisions and rotational dynamics into an n-body simulation?
To answer this question an N-Body simulation was created with C++ and used OpenGL for Rendering. This application includes rotational movement and collisions as well as an Oct-Tree that is used for optimisation.
Studying optimisations used in N-Body simulations and computer games is it feasible to implement collisions and rotational dynamics into an n-body simulation?
To answer this question an N-Body simulation was created with C++ and used OpenGL for Rendering. This application includes rotational movement and collisions as well as an Oct-Tree that is used for optimisation.