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Behavior Trees and Arkham Guard AI

For my final project in my Advanced AI class, I decided to recreate my own version of the Batman Arkham games guard AI utilizing behavior...

Planetary Planter Devblog #4 - Postmortem

Planetary Planter is a casual third person farming and exploration game where the player can explore a peaceful alien world, farm...

Planetary Planter Dev Blog #3: Pivoting

We're down to the last full sprint of development on Planetary Planter. Systems are complete, the last bits of art, animation and sound...

Learning Unreal Engine 4: Active Time Battle System

I've learned a lot of things during my time at Champlain. Unfortunately, Unreal Engine 4 was not one of them, despite how prevalent it is...

Using Influence Maps for an escort AI

The primary usage of influence maps is to provide AI characters with information about their surroundings. For this implementation of...

Experimenting with Parkour mechanics in Unity 3D

There comes a point in time with every feature that I need to stop working on it and move on to other things - one such feature recently...

Flow Field pathfinding

To implement flow field pathfinding into my current AI framework, I started fresh in a new scene and made a class called FlowFieldGrid....

Planetary Planter Devlog #1: Movement

As gameplay programmer on Planetary Planter, a 3D exploration and farming game, the movement system was entrusted to me. Since we've been...

2D Flocking with Obstacle Avoidance

I created a flocking algorithm and incorporated my previous obstacle avoidance code into it as a type of steering. I had to modify how my...

2D Obstacle Avoidance

The solution I decided to go with was taking the contact normal of the center ray's collision with the obstacle and rotate in the general...

Pathfinding in 2D Platformers

Pathfinding in 2D platformers, or even platformers in general, is oftentimes very basic. Many 2D platformer enemies that move don’t even...

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