Pathways

Unity Engine


artist 2022
  • Unity
  • C#
  • HLSL
  • Compute shaders

Throughout 2022 I explored Bezier splines, MIDI-driven animation, procedural mesh generation, and Unity’s C# Jobs system with compute buffers for GPU particle rendering.

V1 built tubes from bezier splines with the Mesh API. It worked, but got slow and buggy as complexity grew, and was cumbersome to use. Still, it established the visual language for later iterations and the MIDI-to-animation-curve system that carried through unchanged.

V2 moved mesh construction into the Jobs system — writing vertex/index buffers directly and offloading the spline math — which solved the performance problems, though the codebase was still difficult to build on top of.