AI (Q7)

Project Tech/Algorithms

  • C++
  • OpenGL
  • .obj File Format
  • GLSL (OpenGL Shading Language

Extended Details

The AI course was yet another course that made use of the game engine created in previous courses. This course came after the Computer Graphics course, so I was able to maintain some of the optimizations and utility features created in that course.

For the AI course, we began by better preparing our engines to handle game AI. First, we were required to add spatial partitioning. I had already done this going above and beyond for another course, so the instructor insisted I upgrade my partitioning scheme. I did this and it did improve the performance of my engine significantly. After this, we wrote a world editor, which I went above and beyond on, finding it fun to create powerful a game development tool for my engine.

Only after engine enhancements did we get to implementing AI techniques. We were given the freedom to implement several, of which I chose ones I thought were the most interesting. In particular, I am a fan of the Offset Pursuit technique that I used to make a dragon out of dragons, Flocking, which looks great with dragons, and Forage, which is also fun to look at as the dragons will consume the world I created.

Project Credits

© Justin Furtado 2018 - LinkedIn - justin.l.furtado@gmail.com