Real-Time Physics-Based Destruction with Scalar Field Terrains (Honours, 2016)

Skills Practiced: C++, GLSL, Procedural Generation, Software Engineering, Voxel/Scalar Fields, Geometry Shaders, Fragment Shaders, Raytracing, Physics Engine Integration, Academic Writing
Frameworks / Tools / Engines Used: OpenFrameworks, Bullet Physics Library
Project Duration: 8 Months
Project Type: Research / University / Qualification

This was my BSc Honours project at Abertay University, for the Computer Games Technology course in 2016.
Click here to download the dissertation which accompanied the project.
The project focused on using density fields to represent infinitely large generated terrains, with a low performance overhead and memory footprint. The software produced uses traditional polygonization methods along with distance-field aided raymarching in order to both render and create physics data for volumetric sandbox terrain. The terrain was deformable through use of Constructive Solid Geometry operations during the density function’s calculation.
Rigidbody physics objects could be tossed around the raytraced terrain, and fractured. The fractured pieces could then add themselves to the density field.

A video of the project is available below.