Beyond the Ball: A Modular Physics Sandbox for Investigating Aerodynamic and Projectile Modelling, Vehicle Dynamics and Adaptive Networking.
About the Project
Competitive multiplayer games which involve high-velocity projectiles currently rely on coarse Newtonian trajectory approximations to maintain low-latency synchronization. These models largely ignore complex aerodynamic phenomena, such as the Magnus effect, which may particularly and significantly alter projectile behaviour; this creates a "realism gap" for projectiles in games, particularly affecting ball sports games. The proposed project addresses this gap by developing a bespoke single-player physics sandbox to validate aerodynamic projectile trajectory variations. This sandbox, and the data it produces, will be used to establish a novel framework for high-fidelity multiplayer interactions and gameplay.
As these aerodynamic complexities are computationally demanding and highly sensitive to latency, the proposed project will focus primarily on development within Unreal Engine 5, utilizing Abertay’s Competitive Games Lab to test systems in contemporary vehicle sports environments.
Key project objectives:
- Validating aerodynamic projectile physics: we will systematically model and validate Magnus- and drag-induced trajectory variations within a bespoke, single-player physics sandbox in Unreal Engine 5.
- Evaluating player perception: we will empirically investigate the influence of trajectory accuracy on player perception and engagement within a dedicated laboratory environment.
- Developing distributed synchronization algorithms: we will design and implement a novel, mathematically-based client-server prediction-reconciliation algorithm to ensure multiplayer accuracy without sacrificing player experience.
It is anticipated that the output of this research be of widespread and significant benefit to game developers and networked systems engineers, leading to improved architectures for real-time physics synchronization in competitive gaming. The project would also aim to deploy a technology demonstrator on PlayStation 5, highlighting advanced console development techniques. This aspect of the studentship will provide excellent industry-relevant experience for the student as well as increasing the impact of the research. The theoretical underpinning and novelty of the research will contribute to the academic fields of computer science, networked systems, and high-fidelity game design. Research findings would be disseminated to both academic and industry audiences, building both theoretical advances and real-world impact.
Supervisory Team: The candidate will be supervised within the School of Games Technology and Mathematics by Dr James Threlfall and Dr William Kavanagh, with additional support from Dr Gregor Haywood and Professor Ruth Falconer. Queries on this project should be directed to Dr James Threlfall (j.threlfall@abertay.ac.uk) or Dr William Kavanagh (w.kavanagh@abertay.ac.uk).
Entry Requirements: Candidates must have, or expect to obtain, a first class or upper second-class honours degree in Computer Games Technology, Computer Science, Software Engineering or a closely aligned discipline. We are looking for an independent, enthusiastic, and driven candidate with knowledge and key technical skills in mathematics, games engine programming and networking. Applicants should have strong programming skills, preferably with experience in C++ or C# (especially within games engines).
For applicants who are non-native speakers of English, the University requires IELTS of 7.0 (with no band less than 6.5) or an equivalent qualification accepted by the Home Office.
Applications and closing date: 31st July 2026
Applicants should submit through the Abertay University jobs page https://www.abertay.ac.uk/about/working-at-abertay/jobs/, submitting a personal statement of application detailing why you are interested in undertaking this project, and a CV.
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