Главная
Study mode:
on
1
Intro
2
Agenda
3
What is Battletoads?
4
Depth of Field
5
Depth buffer
6
Setting up the cameras
7
Setting up the Render Texture
8
Adding and removing the command buffer
9
Composition in action
10
Summary
11
How can we make the Culling Group API work for us?
12
Culling system design
13
ICullable interface
14
Example ICullable implementation
15
Creating the Group
16
Notifying the ICullable instances
17
Some examples
18
Culling: What did we end up with?
19
Visual effect system
20
Referencing a VFX
21
Populating the required pools
22
Visual effects management
23
Editor tools and debugging
24
Shmup impact effects
25
Anatomy of a visual effect
26
One-shot effects
27
Simple example: Emitter
28
Simple example: Effect
29
What does this mean?
30
Lessons from 11 game modes
Description:
Discover how Dlala Studios tackled the challenges of developing Battletoads, a game featuring multiple gameplay genres, in this 24-minute tech talk from Unite Now 2020. Learn about mitigating potential problems early in development and handling issues that arose later. Explore topics such as depth of field, camera setup, render textures, command buffers, culling group API implementation, visual effect systems, and editor tools for debugging. Gain insights into the anatomy of visual effects, one-shot effects, and emitter examples. Understand the lessons learned from creating 11 distinct game modes and how the team managed the complexity of diverse gameplay elements.

Battletoads Tech Talk - The Challenge of 11 Game Modes - Unite Now 2020

Unity
Add to list