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Undergrad School Projects
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Undergrad School Projects
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What I Built
Implemented various real-time physics simulations using
OpenGL
and
Unity 3D
, focusing on deformable bodies and cloth-like behavior using the
Mass-Spring System
.
Key Projects
ā¢
Cloth Simulation
Simulated 2D cloth using a grid of particles and interconnected springs
ā
Watch Demo
ā¢
Sphere Deformation
Modeled a soft-body sphere using radial springs under external force
ā
Watch Demo
ā¢
Spring-Mass System
Implemented a dynamic spring-mass network to simulate elastic behavior
ā
Watch Demo
Physics Simulation using Mass-Spring System & Deformation
What I Built
ā¢
Implemented
natural cubic spline
and
B-spline curve
algorithms from scratch for smooth curve interpolation and modeling.
ā¢
Developed an interactive system for
curve construction
, supporting
user-defined control points
and real-time visualization.
ā¢
Explored properties of different spline types such as
continuity (C¹, C²)
,
local control
, and
smoothness
.
ā¢
Compared spline types through visual and mathematical analysis to understand their behavior and suitability in animation or modeling tasks.
Results:
Curve Implementation
Overview
ā¢
Developed multiple graphics demos using
OpenGL
, demonstrating object transformation, lighting, and rendering techniques with various mathematical frameworks.
Core Features
ā¢
Object Transformation & Illumination
Displayed animated object movement and lighting using OpenGL shaders
ā
Drawing Demo
/
Lighting
/
Mapping Torus
ā¢
Ray Tracing
Built a basic ray tracer visualizing geometric object intersections and illumination
ā
Ray Tracing Demo
OpenGL
Project Overview
Designed and implemented core gameplay elements in Unity 3D, including
character motion
,
particle effects
, and
enemy AI behaviors
.
Key Features
ā¢
Character Motion
Created animation controllers for player movement, attack sequences, and skill execution.
ā¢
Particle Effects
Designed real-time visual effects using Unity's VFX graph and particle system to enhance gameplay feedback.
ā¢
Raid Monster AI (Raid Hunter)
Developed enemy AI logic with state transitions (Idle, Chase, Attack) and boss fight mechanics
ā
Watch Demo
Unity 3D Game Development: Motion & Particle FX Design
Project Overview
Designed a fully immersive VR gameplay experience using
Unreal Engine 4
, focusing on
monster pattern design
,
level/map layout
, and
player-environment interaction
in a virtual space.
Key Features
ā¢
Monster Pattern Design
Developed AI behavior and attack patterns tailored for VR combat experience.
ā¢
Map / Level Design
Created a spatially optimized environment for VR movement and interaction, balancing line-of-sight, cover, and action zones.
ā¢
VR Mechanics
Implemented intuitive player interaction using motion controllers and head tracking
ā
Watch VR Demo (Korean)
VR Game Design using Unreal Engine 4
Mission
Clear all dots within the time limit by strategically connecting same-colored dots.
What I Built
ā¢
Developed a
real-time puzzle game
inspired by
Two Dots
, where the objective is to reduce all remaining dots to zero.
ā¢
Implemented core gameplay mechanics:
dot matching
,
chain elimination
,
combo detection
, and
time-based challenge system
.
ā¢
Designed intuitive
UI and grid system
for visualizing dot connections using a custom rendering loop.
ā¢
Added
mission tracking
, real-time countdown, and animated feedback for player actions.
Two Dots-Inspired Puzzle Game