Pixel Physics
The idea of “pixel physics” comes from classic flash games like powder game, and more recently, the game Noita by Nolla Games, released in 2019.
Realtime Colliders
I handle real time mesh generation per frame using a modified Ramer-Douglas-Peucker implementation.
WORK 02
Dynamic Lighting
I created a custom lighting system for the simulation using compute shaders, that supports things like emissive elements, and raytraced reflection / refraction based on real world IORs.
Custom Aesthetic
I’ve developed the look of the simulation using Unity’s ShaderGraph and the new Universal Render Pipeline to achieve multi-pass effects like the ripple shown here.