AtomBall Climber
Rigidbody-driven 3D physics arcade game with camera-relative control, a continuous hazard spawner, and slope-gated jump logic.
- C#
- Game Physics
- Unity
What is interesting about these is not the genre — it is the enemy state machine that has to recover when an agent gets stuck, the combo that breaks if input arrives two frames early, and the hit registration that stops one swing damaging the same enemy twice. Three were built in Unity for a university course; one was written in C++ with no engine at all, which is a useful contrast: the Unity work is about composing engine systems, the C++ one is about building them.
Rigidbody-driven 3D physics arcade game with camera-relative control, a continuous hazard spawner, and slope-gated jump logic.
Hybrid third/first-person shooter built around a seven-state enemy AI machine, camera-mode switching that preserves look direction, and a weapon heat model.
Third-person action combat with real timing windows, per-target hit registration, and a four-attack boss driven by Unity Behavior Graph.
Object-oriented 2D game with real-time physics, collision detection, and enemy AI that tracks the player and takes evasive action.