Recent Projects
Flocking Simulation: Unreal 4, C++, Solo, Classic AI
- https://github.com/AdanStudent/Flocking_Unreal
- Made in Unreal 4, I used Github as a repo
- Created an outline for how I would structure the project.
- An Agent class that would keep things like it's Mass, Max Speed, reference to all its Neighbors, and a Steering Component, that would move the Agent.
- A Steering Component class that would handle all of the vector math needed to move the Agent, in 3d space.
- A Point struct, that would only hold on to its location and a pointer to the data it was attached to.
- A Rect struct, that would have a location, size, and 2 functions that can check if a point is within this rect, and a Intersects function that would check if another Rect was intersecting with this one.
- An OctTree class that would hold a list of Points, a Rect that was it's bounds, 8 other OctTrees that were used for when it was needed to be divided if it was filled. A function to Divide the Parent OctTree, a function to Insert the Points into this OctTree, and a Query function that would take a range Rect and find all Points that were located within it.
- A Spawner class that would spawn the Agents into the world, and then fill an OctTree with all their locations so that it could be used to query every frame about all spawned Agents for what their nearest Neighbors were.
- An Agent class that would keep things like it's Mass, Max Speed, reference to all its Neighbors, and a Steering Component, that would move the Agent.
Slime Game: C#, Multiplayer, Networking, 3D, Small Team (10 total)
- https://github.com/AdanStudent/Slime-Game
- Made in Unity, and we used Github for repo.
- Used Scrum, and was Product Owner, to help manage tasks, and would do weekly check-ins.
- We used Trello to manage the tasks that were being worked on and to report bugs.
- Used Command Pattern to setup 3rd-Person Player Movement with Camera.
- Setup a Master Timer that was a manager that only updated the one Master Timer, and would reflect those changes to the other timers.
- Helped with debugging as issues would arise.
Alchemy: C++, Single Player, Puzzle, 3D, Small Team (8 total)
- https://github.com/BrieAnnaAllen/AlchemyUnreal
- Made in Unreal, and used Github for repo.
- Created the element interaction system creating an Interface that was the base for all the element, using Strategy pattern. Then creating the 2 different types, I made the 6 different elements, that inherited from Stable and Unstable classes. After which I could then do a type check and decide what effect that element had on the item being affect.
- It was everyone first Unreal project so it was a lot of struggling learning it but we were able to make progress.
- Debugging helping my teammates, and vice versa.
Spooky Escape: C#, Single Player, Horror, 2D, Small Team (6 total)
- https://github.com/AdanStudent/Speepy-Game
- Used Github for repo, Trello for managing tasks.
- Made in Unity
- Created a AI using a State machine, that would have them wander until they saw a player and then begin chasing.
- Made a Manager for the AI so that the Ghosts would keep separated from one another, and to spawn them into the scene.
- Made a UI element that updated pointing the player towards their next goal.
AI Final Project: Javascript, AI, 3D, Solo
- First attempt at coding in 3D, using Javascript and a library called three.js
- Created AI steering behaviors, Seek and Flee, and experimented with Path Following behavior as well.
AI Final Project: Javascript, AI, 3D, Solo
- First attempt at coding in 3D, using Javascript and a library called three.js
- Created AI steering behaviors, Seek and Flee, and experimented with Path Following behavior as well.
- Created a Quadtree in an attempt to help optimize the collision detection for so many agents on the screen.
- Added a GUI to change the behavior and visuals of the agents in the scene.