Christopher jacobs
Currently enrolled at Clemson University in the Digital Production Arts program as a MS student. Seeking opportunities in the digital entertainment industry.
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Software engineer
5+ years of coding experience spanning across multiple coding languages, including Java, C++, and Python. I also have experience with programs and libraries such as Unreal Engine, Davinci Resolve, Adobe Audition, OpenGL, Ripser, and more.
Shot List
Three-Dimensional pathfinding (0:02-0:12)
This C++ project utilizes the A* pathfinding algorithm as well as Voxel Octrees to identify and traverse a three-dimensional space.
Physics engine building, Flocking system (0:12-0:20)
One of three simulations, this C++ physics simulation observes flocking systems through centering, velocity matching, and avoidance forces.
Physics engine building, simple collisions (0:20-0:26)
One of three simulations, this C++ physics simulation observes simple collisions by utilizing a leap-frog solver.
Physics engine building, soft mesh simulation (0:26-0:32)
The last of three simulations, this C++ physics simulation observes soft meshes and collisions through spring and resistance forces on soft edges and triangles, as well as bending forces.
Lunar deep, rope swing & grapple mechanics (0:32-0:46)
An unreal engine group project where two of the main character's mechanics, rope swing and grapple, are shown during the play test build.
Squash and stretch simulation (0:46-0:53)
This C++ project utilizes OpenGL, as well as velocity and elasticity, to replicate a ball bouncing on a table.
Most Recent project
Physics engine
Creating a digital version on how physics is seen with one simulation at a time.
This project explores particle physics simulation through the usage of C++ and OpenGL libraries. These simulations take multiple solvers and classes to help portray realistic situations such as soft mesh simulations, flocking, and simple collisions.