Technical Implentation
- Written in C++
- Developed using Unity Engine.
- Implemented animation blend trees.
- Created custom shader using Shader Graph.
What I learned
- Deep understanding of Computer Graphics - Gained hands on learning of rasterization, transformations, world space and texture mapping.
- Mathematical Foundations for 3D Graphics - Strengthed my knowledge of linear algebra, including vectors, matrices, and coordinates transformations.
- Optimazation for CPU-Based Rendering - Learned how to structure rendering logic efficiently without relying on the GPU.
- Advanced Texture Mapping Techniques - Explored UV mapping and barycentric coordinates for percise texture mapping.
- Memory and Performance Optimization - Improved skills in managing buffers, minimizing performance bottlenecks, and optimizing memory usuage for rendering.
Overview
The Eye Crucible was a personal passion project I created to strengthen my skills in different areas of game development. My primary focus was implementing an isometric perspective, challenging myself to refine movement mechanics and animation systems.
During development, I worked with blend trees and animation states to ensure smooth and responsive player animations based on movement and actions.
Implementing one-directional movement with full 360-degree rotation was initially challenging, but I successfully developed a prototype that handled axis-based
movement effectively within the blend tree system. Additionally I took a shot at working with my own created shader graphs for outlining objects in a cartoon style in the scene,
as well as adding additional shaders from Unity's store to create the dithering effect for the camera colors enhancing the look for the game.