Abdullah Masood
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Lahore, Pakistan · --:--:-- -- PKT

Currently building: my-windhawk-mods-media

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Angry-Bird-3D screenshot
Systems & GamesUnityC#WebGL

Angry-Bird-3D

Physics-based 3D slingshot game built in Unity and playable in the browser via WebGL.

Source Live demo Download for Windows

Problem

The slingshot formula is easy to clone in 2D and surprisingly deep in 3D: aiming gains a whole axis, structures collapse in ways you can't hand-script, and the camera has to keep a fast projectile, the target, and the destruction all readable at once. The goal was a physics-driven 3D take on the classic — playable instantly in a browser with no install, straight from a Unity WebGL build.

Architecture

Player inputSlingshot controllerUnity physicsDestructibles

Drag input feeds a slingshot controller that converts pull distance and direction into a launch impulse. From release onward, everything is Unity's rigidbody simulation: the projectile, the destructible structures, and the chain reactions between them — no scripted collapses. A follow camera tracks the projectile through flight and pulls back to frame the impact.

Tech decisions & trade-offs

Why real physics over scripted destruction

Pre-animated collapses look fine exactly once. Building structures from individual rigidbody blocks with mass and joints means every hit resolves differently — clipping a tower's leg topples it sideways, a center mass hit punches through — and replayability comes free. The trade-off is control: a physics solver can't be art-directed, so level design becomes an iteration loop of placing blocks, launching, and tuning masses until structures fail in interesting ways.

Why WebGL as the shipping target

A download link filters out almost everyone; a browser link doesn't. Exporting to WebGL puts the game one click away (hosted on Unity Play), at the cost of WebGL's constraints — single-threaded execution, compressed memory budgets, and slower load than native. Respecting that budget shaped the content: low-poly geometry, shared materials to keep draw calls down, and restrained physics object counts per level.

Why a follow camera instead of a fixed frame

In 3D the projectile travels toward depth, and a static camera turns the flight into a shrinking dot. The camera eases along the launch trajectory and then orbits toward the impact point, keeping both the arc and the destruction readable. The cost is camera-tuning time — clip-through avoidance and smoothing curves — which is invisible work, but its absence is what makes 3D fan games feel broken.

Play it

Repositories

  • Angry-Bird-3DSource · pushed Jun 8, 20264