Neon Rewind

   



C++, OpenGL

  • Developed a custom 3D physics system for handling collisions with various volumes (spheres, triangles, cubes, rays, and capsules) using C++ and concepts from the Real Time Collision Detection book. 

  • Implemented a Hierarchical Grid spatial partitioning system, optimizing collision checks for large numbers of objects.


  • Programmed a custom spatial partition system for terrain collision, efficiently handling 30,000+ triangles in real time.


  • Implemented continuous collision detection for fast-moving objects such as the player, using raycasting to detect hits early.


  •  Developed a finite state machine for enemies and NPCs, as well as a dialogue/quest system using a custom data structure.


  • Participated in the integration of a grappling system using sphere constraints to constrain the player to a point.

 

  • Implemented PlayStation and Xbox controller support, as well as an aim-assist lock-on system for all platforms to help with aiming and grappling.


Play the game: https://dhafo.itch.io/neon-rewind




This game was made by me and my three friends for our capstone project at Humber College. We wanted to challenge ourselves by making a fun 3D game from scratch on our custom game engine. For more information about this project and the technical challenges we faced checkout our article at the Humber library Neon Rewind Overview