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Cosmic Trap

Live

Real-Time Polygon-Clipping Mobile Arcade Game

The Problem

Wanted to prove I could ship a polished product end-to-end, solo — from game design to both app stores. Chose a mechanic that requires non-trivial engineering: real-time area capture with arbitrary polygons.

The Solution

Built a 2D arcade game where you steer a ship to draw lines that fence off territory from drifting asteroids. The core mechanic uses Clipper2 polygon boolean operations and LibTessDotNet tessellation every frame — CAD-grade geometry under a mobile frame budget.

Preview

Cosmic Trap — Feature banner
Cosmic Trap — Fast-paced arcade gameplay
Cosmic Trap — Ship upgrades and shop

Technical Highlights

  • Real-time Clipper2 polygon boolean ops (union/difference) + LibTessDotNet tessellation every frame
  • 32-level hand-authored campaign with 4 asteroid types and dynamic win threshold
  • Custom iOS ATT bridge in Objective-C++ with automated Xcode post-build hook
  • Mediated ad monetization (IronSource/LevelPlay + AdMob + Unity Ads)
  • Event-driven architecture, object pooling, thread-safe singletons, coroutine-driven game loop
  • Solo: design, programming, SDK integration, store submission on both platforms

Tech Stack

Engine

Unity 2022.3 LTSURPC#

Geometry

Clipper2 (Clipper64)LibTessDotNetPolygon Booleans

Native

Objective-C++ ATT BridgeAndroid GradlePostProcessBuild

Ads

IronSource/LevelPlayAdMob AdapterUnity Ads Adapter

Design

32 Levels4 Asteroid Types4 Power-UpsVehicle Shop

Key Numbers

41 C# scripts32 levels2 App StoresSolo shipped