A Cross-Platform Mobile Game App
A hyper-casual mobile game and personal project, where I created every asset myself, from graphics to code. It includes procedural features such as softbody and blob simulation, real-time path generation, and post-processing effects.
The graphics are drawn with an Apple Pencil. I also wrote a global post-processing pixel shader for effects such as grain, chromatic aberration, and a subtle brightness wobble, aiming for a cartoonish look. Computational cost is kept low, since the target platforms are mobile devices and the experience needs to stay smooth.
The framework I am using for developing is Unity3D, which provides libraries for cross-platform development.
The softbody simulation is similar as seen at the car chassis deform project without plasticity, implemented in 2D. This project demonstrates how fast it works even on mobile devices.
The physics
Softbody of Jello
It builds on my thesis on vehicle softbody simulation in 3D. Before that, I ran some experiments in 2D. I built a general softbody system that generates reference points connected by elastic links, modeling a mass-spring system. These reference points then distort the parent visual element.
Vending machine
The graphics are drawn with an Apple Pencil. I also wrote a global post-processing pixel shader for effects such as grain, chromatic aberration, and a subtle brightness wobble, aiming for a cartoonish look. Computational cost is kept low, since the target platforms are mobile devices and the experience needs to stay smooth.
The framework I am using for developing is Unity3D, which provides libraries for cross-platform development.
The softbody simulation is similar as seen at the car chassis deform project without plasticity, implemented in 2D. This project demonstrates how fast it works even on mobile devices.
Future plans
- A 3D physics game, currently in early development