AI & Programming
Exploring pathfinding, behavior trees, finite state machines, and core game logic systems.
Champ - NPC Decision Tree
Implementation of a modular combat AI using Decision Trees for an action game prototype, enabling NPCs to autonomously choose between attacking, blocking, and switching weapon ranges dynamically.
View DetailsSquad Tactical AI
High-performance squad navigation system combining Theta* any-angle pathfinding with Boids-based group steering behaviors and tactical combat logic.
View DetailsSpace Shooter - MVC Architecture
A technical showcase of scalable game architecture using MVC, Strategy, and Observer patterns, featuring robust object pooling and a stack-based UI state machine.
View DetailsFSM - Patrol & Stealth AI
A prototype showcasing Finite State Machine logic for patrolling agents. Features player detection, shared alert states, and pathfinding to the last known player position.
View DetailsAI - Behavior Design Prototype
A behavioral design prototype utilizing a modular node-based system for the Minotaur agent's core reactions, including sound detection and patrolling. Note: This specific prototype was developed using the Panda engine for rapid iteration.
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