Inverse Kinematics and Physics-Based Animation for a Mech Simulation VR Game
Chengxiang LI
Software Development
Inverse Kinematics and Physics-Based Animation for a Mech Simulation VR Game
My thesis is the result of a year-long exploration of integrating inverse kinematics, procedural animation, and physics-based animation for Virtual Reality( VR) game development. I updated and refined my custom C ++ game engine with native OpenXR support for VR and NVIDIA PhysX for real-time physics simulation, with the goal of creating an experimental framework for blending procedural and physics-driven animation in immersive mech simulation VR gameplay.
Drawing inspiration from VR mech simulation experiences like Underdogs by One Hamsa, I developed my VR mech game development template for Windows platforms, tailored to support high-fidelity interactions and procedural animation systems. A major technical challenge I tackled was transforming coordinate systems across various SDKs, which I solved through matrix-based spatial math that reconciles the engine’ s conventions with
those of external libraries. I implemented a quaternion-based, two-joint inverse kinematics system to drive smooth and reactive limb animations for the player’ s mech. To support this, I developed a flexible joint and skeleton system used to generate procedural animations, integrate physics simulation for realistic movement, and drive mesh rendering. Real-time transitions between physics-driven and procedural animation states were handled at a higher level, enabling responsive player control and dynamic combat hit reactions in VR, where enemy feedback is visually integrated into the combat flow.
I tackled complex gameplay design challenges and spatial mathematics problems specific to VR, including the integration of animation systems, spatial transformations, and real-time physics simulation. This hands-on experience prepares me for professional development in VR gameplay and XR interaction design.
74 SOFTWARE DEVELOPMENT