Other works
Here are some other skills I learned while developing the custom engine
Other
Multi-threading AI pathfinding
Simulation of A* pathfinding for game AI agents in a maze
Techincal View
Used A* pathfinding algorithm
C++
Windows thread
Open GL
GLSL
AI flocking and Steering behavior
Cohesion: boids move towards the average position of their neighbors.Separation: boids maintain a safe distance from each other to avoid collisions.Alignment: boids align their direction and speed with their neighbors.
Techincal View
Created bird flocking and steering behaviors with State machines.
C++
Open GL
GLSL
Other works
Simple Media Player
A simple Media player created using FMOD and imgui for Editor
Techincal View
Used the FMOD library to gain in-depth knowledge about 3D spatial audio, audio playback, DSP effects, and much more.
C++
FMOD
Game Cut Scene
Experiment of using external Script Loading.
Techincal View
Used a Lua script for the external file to communicate with C++.
The animation sequence was implemented with a command pattern
C++
Lua
Open GL
GLSL
Other Works
Here are some other skills I learned while developing the custom engine
Short Description :
I used the FMOD library to gain in-depth knowledge about 3D spatial audio, audio playback, DSP effects, and much more.
Loaded streamed audios and fully downloaded audios.
Integrated various audio effects and filters.
GLSL
C++
Lua
OpenGL
Game Cut Scene
Experiment of using external Script Loading.
Technical Aspect
I used Lua script for the external file to communicate with C++.
The animation sequence was implemented with a command-based system, with commands categorized as serial or parallel types.
Serial: A series of commands executed in order; when one command is finished, the next command is executed.
Parallel: A series of commands executed all at once.
Understood the concepts of Lerp, EaseIn, EaseOut
Once the commands are received : the system updates based on the command type. For example check out this MoveTo command.
FLOCKING BEHAVIOR
Cohesion: boids move towards the average position of their neighbors.
Separation: boids maintain a safe distance from each other to avoid collisions.
Alignment: boids align their direction and speed with their neighbors.
C++
OpenGL
Window Thread
GLSL
AI flocking and Steering
Technical Aspect
I created a Flocking Manager to handle the boids and change their behavior states.
Created enums for behavior types.
Created a BaseBehavior class with a Move() function.
Inherited from BaseBehavior and created different classes to change the Move() function based on the behavior type.
Let’s Work
together, and level
up creativity!
Grave Robbery
Grave Robbery