Angry Birds

[Physics Simulation Project]
Genre: 2D Side View Puzzle
Platform: PC / Mobile
Language: C++
Made With: OpenGL


Main Menu Screen


A recreation of Angry Birds to simulate game physics.

Main aim of this project is to make use of the popular mobile game series “Angry Birds” to implement simple physics game algorithms.

The art assets are mainly from Rovio and GameFreak, so the credits go there.

This is not a commercial product but more of a personal project to demonstrate physics in an OpenGL game, and this is the project that has taught me how to implement dynamic physics codes for my future projects.

I’ve also done some level design and balancing for this project, going back and forth on a few levels to make sure the game feels right.

Onto the game. There are 3 Types of birds – Regular (Red / Moltres), Split (Blue / Articuno) and Fast (Yellow / Zapdos).

There are also 3 levels, with new obstacles introduced in each level, and new monsters as well. A boss monster will be present in the final level.

Most physics algorithms, those you'd expect in a standard game, are implemented in this demo.

Velocity, Mass, Gravity, Acceleration, Radius Colision Detection, Box Collision Detection (AABB), Force and Rebound Velocity all simulated and implemented.


Level 1, Blue Split Bird, Enemy AI and Gear Obstacle


Bird Splitting Feature

Level 2, Harder Enemy AI, Black Hole Obstacle Introduced


Level 3 Final Level with Boss Enemy AI, and Wood Rebound Obstacle Introduced

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