Project 02 09
Character flying between planets and glowing trails

March 2025 · Student project

Orbit Jumper

Launch a character from a catapult into a field of planets and try to travel as far as possible. Gravity does its best to complicate the trip.

My role
C++ development · Physics
Format
3D game · Physics
Project status
Prototype
Technologies
Unreal Engine 5.4.4C++PhysicsFirebase

01The project

Taking off is the easy part.

The idea is simple enough: a catapult, a ragdoll character and planets everywhere. You try to travel as far as possible using gravity, bounces and power-ups. As for landing, the character does what it can.

I worked on this prototype from 17 to 21 March 2025. Everything revolves around physics: planets pull the player in, surfaces affect bounces and collisions can completely change the trajectory.

How you play

  1. 01

    Launch

    Take off with a physics-based catapult.

  2. 02

    Plan ahead

    Read the planets and their forces.

  3. 03

    Bounce

    Work with the ragdoll and the surfaces.

  4. 04

    Go further

    Use power-ups to keep the journey going.

02My work

From the ragdoll to the online leaderboard.

I built the physics-based character and procedural planets, as well as the power-ups, shop and leaderboard. The work covered both gameplay and data saved online.

01

Character and physics simulation

I developed the ragdoll and its physics. The body reacts to forces and impacts, making movement unpredictable as soon as the player touches a planet.

  • Ragdoll
  • Forces
  • Collisions
02

Procedural planets

I built procedural generation for planets and their properties. Gravity, extra forces, hardness, friction and bounce can all vary. Two surfaces do not necessarily affect the player in the same way.

  • C++
  • Procedural generation
03

Power-ups and the systems around each run

I also developed power-ups, rewards, the shop and a leaderboard connected to a database. This part of the project links gameplay, the interface and online data.

  • Power-ups
  • Rewards
  • Firebase

03Under the hood

What shapes the trajectory.

The project is built in C++. Once launched, the character’s journey depends on the forces acting on it and whatever it hits. These are the main things involved.

What affects movement

Take a closer look

The catapult gets things started.

The launch provides the initial impulse. The character then enters the planets’ gravity fields.

Each step explains one influence on movement.

Some development choices

Planets that play differently

The starting point

If planets only looked different, every run would play the same way.

What we did

Their physical properties vary too. Getting close to a planet or touching it really changes how the attempt unfolds.

Keep choices available in flight

The starting point

After launch, the player still needs chances to act.

What we did

Power-ups let you adjust movement. Between runs, rewards, the shop and the leaderboard give you reasons to try again.

04In pictures

Two attempts in pictures, with distance and points in the top right.

05Outcome and team

A small physics playground.

This prototype had me working on character simulation, world generation and the systems surrounding each run.

What is in place

  • Physics-based character and procedural planets.
  • Power-ups, rewards and an in-game shop.
  • A database-connected leaderboard.

Where the project stands

  • The game remained a student prototype.
  • The images show the version built during the project.
What I take away from it

Here, changing a force or some friction is enough to change how you play. That is what makes working on physics interesting.

Want to talk about this project?

Let’s talk