A hardcore submarine exploration and industrial extraction game engine set in abyssal hydrothermal trench environments. Built with Unity 6000, Universal Render Pipeline (URP), Burst-compiled physics jobs, and strict 0B GC hot paths.
graph TD
Input[Submarine Controls] -->|FixedUpdate| Hydro[Hydrodynamic Drag & Buoyancy Job]
Hydro -->|NativeArray Float3| Sonar[Acoustic Pulse Raymarching (Burst)]
Sonar -->|Bathymetric Echoes| Audio[Spatial Hydrophone Convolver]
Sonar -->|Depth Buffer| URP[URP Volumetric Fog & Caustics Shader]
URP --> Display[60 FPS Abyssal Viewport]
- Zero Garbage Collection (0B GC): Complete avoidance of heap allocations in
Update(),FixedUpdate(), and rendering pipelines usingNativeArray<T>and struct blitting. - Acoustic Bathymetry: Real-time Sound Velocity Profile (SVP) refraction simulation modeling SOFAR channels and thermocline boundary layers.
- Titanium Hull Stress Dynamics: Structural fatigue calculation under Hadal zone hydrostatic pressures (up to 110 MPa).
- NASA-Punk Visual Language: Analog instrumentation, CRT raster scanlines, monochrome phosphor displays, and heavy industrial submarine ergonomics.
Адольф Петушков (Adolf Petushkov) — Game Engine Internals & Zero-GC High-Concurrency Architecture.
GitHub: @marko1olo