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
Runs in the browser. Nothing is downloaded until you press play, and the build is roughly 38 MB.
A note on visual quality: this is a web build, and it is deliberately not the best the game looks. Textures are compressed, shadow and post-processing quality are stepped down, and engine code is stripped — all to get the download to tens of megabytes and keep the frame rate up on an integrated GPU inside a browser tab. The desktop build runs at full quality; this one is tuned so it starts in seconds and actually plays.
Systems implemented
- Force-based rigidbody movement with camera-relative input, so control direction stays correct as the camera orbits.
- Cinemachine FreeLook rig with collision de-clipping to keep the camera out of level geometry.
- Ground-slope-gated jumping — jump input is rejected above a surface-angle threshold rather than on a simple grounded boolean.
- Continuous asteroid spawner with lifetime management and damage-once semantics, so a single hazard cannot apply repeated damage across frames.
- Projectile shooting with aim direction projected onto the horizontal plane.
- Moving-platform win condition with parented physics handoff.
Built for ECE4208 (Game Programming). All gameplay scripts and systems are mine; models, terrain heightmaps, particle prefabs, and animation clips were supplied by the course.