Modular Real-Time Collision Architecture
Overview
Real-Time Collision Handling is a C++ game development project that demonstrates efficient collision detection and response for interactive real-time systems. The project focuses on scalable collision architecture, geometric intersection testing, and performance-conscious gameplay logic, showing how collision systems can be structured for use in modern game engines.
The project was developed to explore how objects can detect, respond to, and resolve physical interactions during gameplay while keeping collision logic modular, reusable, and separate from other engine systems. It highlights practical approaches to bounding volumes, object interaction, and real-time system design within a clean C++ architecture.

My Role
I implemented the collision handling systems for real-time object interaction, including bounding box and shape intersection testing, collision response logic, and modular collision workflows. I structured the collision code using reusable components and object-oriented design principles, keeping detection and response logic separate from higher-level gameplay systems. My work focused on building a scalable foundation for physics-aware gameplay, efficient object interaction, and future integration into larger engine and rendering backend projects.
Key Engineering Features
- Real-time collision detection systems
- Bounding box and shape intersection testing
- Collision response handling
- Modular collision architecture
- Physics-aware gameplay systems
- Scalable object interaction framework
- Optimised update and collision workflows
- Object-oriented system design
Technical Highlights
The project separates collision detection and response from gameplay logic to improve maintainability, scalability, and reuse. Collision shapes, intersection checks, and response behaviours are structured through modular components, supporting efficient real-time object interaction while remaining flexible for future engine, physics, or rendering backend expansion.
Development Goals
The project was created to strengthen my understanding of real-time game physics, spatial interaction systems, and scalable engine architecture. It focuses on how objects detect, respond to, and resolve interactions during gameplay, while keeping collision logic modular and reusable. The system also serves as a foundation for integrating collision handling into larger game engine and rendering backend projects, with future expansion in mind for more advanced physics behaviour, optimisation techniques, and object interaction workflows.
Tools and Technologies
C++, Collision Detection Systems, Real-Time Programming, Object-Oriented Programming, Visual Studio, Game Engine Architecture