An accessible game where the input device is the player, built on UCL's MotionInput and recognised for accessible gameplay with the National Autistic Society. Marching Cubes terrain with chunked SDF streaming and custom triplanar shaders. Gesture input constrains the terrain and the pacing far more than it constrains the input code.
An accessible game where the input device is the player. Built on UCL’s MotionInput, so the controls are gestures rather than a gamepad, which turns out to constrain the terrain, the camera, and the pacing far more than it constrains the input code.
What it does
- Marching Cubes terrain with chunked SDF streaming, custom triplanar shaders, and collider pooling, all GPU-driven.
- Procedural collectibles, first-person controls, and unmanaged-memory hot paths in C# and HLSL compute shaders.
- MotionInput gesture recognition for accessible play, recognised in partnership with the National Autistic Society.
What was interesting
Writing C# that does not allocate. The gesture pipeline and the terrain streamer both run every frame, and the garbage collector is the one thing a player feels immediately, so the hot paths ended up in unmanaged memory, which is a strange place to arrive at from Unity.