HomeWrecker (Student Project)
A downloadable game for Windows
Homewrecker’s main premise in undertaking was the experimentation with unity’s physics based system. It’s development was hurried and ill planned and as a result ended with an incomplete project. Though this was the case there was a lot in which was learnt during its implementation, mainly, physics optimization and understanding of hardware limitations. This game required the collision and fabrication of a multitude of objects at any one given time leading to a massive draw on the CPU in reaction. Being presented with this issue of performance I directed my attention towards the utilization of various programming architectural patterns to solve, mainly the recycling and pre-preparation of objects before they are required to avoid instantiation lag. This lesson highlighted the importance of generic design patterns within games programming and their understanding and implementation has become a major part of the programs I design today.
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