Project Overview
I developed this project at QUT for the unit IGB383: AI for Games. The aim of the project is to incorporate and understand common AI pathfinding methods, A* and Greedy, and when and where they should be used. The NPCs also had finite state machines controlling their logic. The AI use greedy whereas the player uses A*. This is due to A* being more accurate but more computationally complex, so it is reserved for more important movement like the player.
This project was made in Unity and programmed in C#. A* and Greedy were both adapted from common pseudocode to work within the project.
- During this project, I undertook the following roles/tasks:
- Programming
- AI
- Pathfinding