This video is a showcase summary of the work I have done in DigiPen
Institute of Technology Singapore and out of school from 2011 to 2015.
Ether Lunu is a first person platformer shooter. In Ether Lunu, the
protagonist uses his power called Ether to perform Sun Burst to get
around the level, avoid traps and reach to the goal.
Engine was built from the ground up in C++.
XRUSH is an infinite runner game, set in distant future. The player
navigate through the endless platform by moving left or right, and
can also morph its color to trigger magical runes. The runes will
give the player special ability if both are of the same color.
The game is created using Unity (C#) with graphical assets from the
asset store.
This Object Pooling is a robust and lightweight pooling system for
Unity built for optimizing games that uses alot of objects over and
over again.
This asset is created using Unity (C#).
Instantiate() and Destroy() are useful and necessary methods during gameplay, usually costing little cpu.
However, when objects are created and destroyed in vast numbers per second, the CPU will need to work
extra hard.
Object pooling is where you pre-instantiate all the objects you’ll need at any specific moment before
gameplay — for instance, during a loading screen. Instead of creating new objects and destroying old ones
during gameplay, your game reuses objects from a "pool".
This ability to recycle objects provide a huge boost to performance compared to the non-pooling method.
Usually the general application usage is for managing bullets and particle effects.
To find out more on object pooling, you can visit raywenderlich's blog which
perfectly explain what I'm doing here.