
Rachelle Goh worked on the Fleuriel/Boof-Woof repository, focusing on integrating the Jolt Physics engine across multiple components, including BoofWoof, EditorPaws, and Game. She refined the build system using C++ and XML, updating include and library paths, preprocessor definitions, and compiler warning controls to stabilize project builds. Her work improved physics delta-time handling and entity body creation, ensuring more accurate collision shapes and physical properties during simulation. By laying the foundation for a unified physics pipeline, Rachelle enabled more robust and deterministic physics features, demonstrating depth in build configuration, game development, and physics engine integration within a short timeframe.

October 2024: Delivered core physics integration and build system refinements for Fleuriel/Boof-Woof. Implemented Jolt Physics enablement across BoofWoof, EditorPaws, and Game; improved physics delta-time handling; refined entity body creation during physics setup; and stabilized build/config with new include/library paths and controlled warnings. Overall, laid the groundwork for robust physics features in upcoming releases.
October 2024: Delivered core physics integration and build system refinements for Fleuriel/Boof-Woof. Implemented Jolt Physics enablement across BoofWoof, EditorPaws, and Game; improved physics delta-time handling; refined entity body creation during physics setup; and stabilized build/config with new include/library paths and controlled warnings. Overall, laid the groundwork for robust physics features in upcoming releases.
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