
Vertex Project
Year
2025
Type
Tech demo
Engine
Unity
Platform
PC
Context
Personal project
Project Details
In this physics-based puzzle game, players must guide a ball into the goal by sculpting the terrain itself. Instead of directly moving the ball, you shape the environment: carving paths, building ramps, and creating bridges to help it cross gaps and avoid obstacles.
Skills I used
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Compute Shaders
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Compute Buffers
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HLSL
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Unity Render Pipeline
Why I Made This Project
I built this project to experiment with physics-based gameplay and real-time terrain deformation. It was a great way to learn how to use compute shaders with Unity’s physics system while keeping everything optimized and smooth. The goal was to push my technical skills.
Technical Challenges
Any data sent from the CPU to the GPU (and back) can take a real toll on performances, for this project to work I had to focus on streamlining the CPU-GPU pipeline and send my data in the fewest amount of batches possible to avoid large overheads.


