Nova Hunter is a solo-developed mobile project that emphasizes optimized software architecture and high-frequency real-time systems.
Implemented a custom Object Pooling System to handle high-volume projectile spawning. This design pattern prevents memory fragmentation and ensures smooth performance on low-end mobile devices by reusing memory allocations.
Utilized an Event-Based Communication model to maintain a "Separation of Concerns" (SoC). UI elements, sound controllers, and VFX systems are decoupled from core game logic, allowing for easy updates and modularity.
Leveraged C# Interfaces (e.g., IDamagable, IFlamable) to create a flexible interaction system. This allows the damage logic to interact with any object implementing the interface without knowing its specific class, adhering to SOLID principles.
Built frame-rate independent systems using FixedUpdate and Vector Mathematics. Implemented smooth rotation and target tracking algorithms using quaternions and lerping for fluid user experience.
- Language: C# (Strong emphasis on OOP and Design Patterns)
- Environment: Unity Engine (Mobile Optimization)
- Data Structures: Efficient use of Lists, Dictionaries, and Arrays for real-time processing.
- Version Control: Git
Link is here: https://giant-beak-games.itch.io/nova-hunter