Space Hoops
I'm currently developing a physics-based game in Unreal Engine 4 that's very similar to the popular game Rocket League. Except instead of cars we fly spaceships and instead of soccer we play quidditch. All things Space Hoops can be found on this page, including a download link to play a pre-alpha version of the game.
Featured
A collection of canvas based web-toys that I've made using the Paper javascript library.A look at how to make a blob in UE4 that wiggles.
A full derivation of the force of gravity between intersecting spheres.
A discussion about constrained particle motion. We derive the equations of motion of a particle on a curve, torus, sphere, and surface of revolution.
Recent Posts
- (07-15-17) - Blurb - (D3): Tensor Equations
- (06-28-17) - Blurb - (D2): Newton to Hamilton
- (06-13-17) - Post - (D1): Particle on a Surface
- (01-05-17) - Unreal - The Blob
- (12-12-16) - Game - UE4 GameJam Submission
Blog Future
My UE4 development has slowed down in the last few months as my goals have expanded (and since I've started a new job). Evident in the most recent posts, my current interest lies in classical mechanics and the development of a physics engine. Many of the following posts will feature topics along the same vein, but that's only a narrow picture of the blog's future. Classical mechanics is mainly concerned with energy in the form of motion. The other quantum limits are worth discussing too: heat and thermodynamics; electromagnetic radiation; chemical energy and molecular structures -- basically all subfields of physics and the boundaries between them.
Two specific topics that are at the forefront of my interest are the chemical emergence of life (ambiogenesis) and its evolution as well as models of the brain and mechanisms for learning (AI and reinforcement learning). Of course, the end goal is to turn these topics into computational models that can be incorporated into an interactive gameworld. Think Spore but way more ambitious. A lot of these topics are new to me, so rather than jumping straight to computer simulation, we will build up an understanding from first principles -- from philosophy to intuition to mathematical formalism to small-scale applicability to large-scale implementation. Unfortunately, this blog belongs to my free time, so the pace will be slow. The goal might be ambitious, but the time frame is not.