What A $1,000,000 Game Looks Like In Unity (PontyPants' "A Difficult Game About Climbing")

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‪@Pontypants‬ takes me inside his viral game A Difficult Game About Climbing... and I couldn't stop laughing. You're going to learn a ton.
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Chapters:
00:00:00 - Introduction to A Difficult Game About Climbing
Overview of the game, its single massive level, and initial setup challenges.
00:03:15 - Water Generation and Visual Effects
Explanation of how water is generated at runtime, including plane attachment and shader tricks for refraction.
00:06:30 - Multi-Camera Rendering System
Discussion on using multiple cameras (main, background, and foreground) to achieve orthographic and perspective rendering for gameplay clarity.
00:09:45 - Parallax and Precision in Game Design
Exploration of parallax effects, the importance of precise visuals in rage games, and avoiding player confusion.
00:13:00 - Background and Fog Techniques
How fog and depth ramps create the illusion of detailed backgrounds, with dynamic sky changes based on player height.
00:16:15 - Optimization and Occlusion Culling
Overview of optimization strategies, including Unity’s occlusion culling and challenges with shadows in mixed camera setups.
00:19:30 - Mesh Baking and Texture Atlases
Using MeshBaker to combine meshes and create texture atlases for reducing draw calls and improving performance.
00:22:45 - Shadows and Performance Issues
Analysis of how shadows impact batch counts and strategies for managing real-time lights to optimize performance.
00:26:00 - Level Design in Blender and Mesh Combining
Workflow for designing levels in Blender, combining meshes for efficiency, and handling materials for optimization.
00:29:15 - Wrapping Up and Final Thoughts




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