🐦 Angry Birbs – Custom Physics Simulation

🎓 Educational Context

Angry Birbs is a practical application of a theoretical course on point mechanics. The goal was to design a custom physics engine from scratch, based on equations of point mechanics.

⚙️ Technical Specificity

The physics system is custom-made: it only uses Unity's Colliders to detect collisions. All physics updates, interactions and trajectory calculations are manually handled without relying on Unity’s built-in physics engine.

🎮 Gameplay

The game replicates the core mechanics of Angry Birds: the player launches birds at enemies using a slingshot. The projectile's path is calculated using the equations of spring mechanics.

🧪 Two Experimental Physics Models

The game features two levels, each with a different physics engine:

🔁 Level 1 – Dynamic Physics with Trajectory Recalculation

  • Each object follows a precomputed trajectory until a collision occurs.
  • On collision, a new trajectory is recalculated from the impact point.
  • Objects follow their predicted path without per-frame updates until another collision happens.
  • This model is suited for real-time interactions between multiple active physics objects.

🧭 Level 2 – Static Physics with One-Time Prediction

  • The object’s entire path is computed once at launch.
  • No external factor can alter the trajectory after launch.
  • The object moves along a fixed, recursively calculated trajectory until full stop.
  • This model is ideal when only one active object is present at a time or when physical objects cannot interact with each other.

🔍 Project Goal

Angry Birbs was primarily an engineering challenge, exploring how theoretical mechanics can be translated into functional gameplay systems. It helped me deepen my knowledge of applied mathematics, and optimization techniques.

Published 13 days ago
StatusReleased
PlatformsHTML5
AuthorMr-Sim
GenrePuzzle
Made withUnity
Tags2D, No AI, Physics, school-project

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