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First-Person Shooter AI, Part 1 - Look for Cover
In this first part, I set up the basics, mostly involving the player controller and weapon classes. I also have the enemy hide behind cover.
Adel Talhouk
May 5, 20225 min read
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Capstone - Custom 2D Grid as a basis of a modified A* Pathfinding Algorithm
In this post, I describe how I built a custom grid as a basis for the enemy AI's pathfinding algorithm on my team's capstone project.
Adel Talhouk
Apr 20, 20226 min read
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Weapon Customisation System
I created a weapon attachment and customisation system to have the different attachments affect my weapon stats in unique ways.
Adel Talhouk
Mar 10, 20222 min read
25 views
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Stealth Game Enemy
Inspired by a direction my capstone team considered taking our game, I decided to implement a stealth game enemy in Unreal Engine 4.
Adel Talhouk
Feb 8, 20222 min read
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Influence Maps
Influence Maps can be used in many different genres of games, here is what they are and how I applied them to a Tower Defense-style demo.
Adel Talhouk
Apr 6, 20214 min read
48 views
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AI Pathfinding - Flow Fields
Pathfinding can be a very costly calculation, especially when dealing with large maps or a large number of units. Flow Fields can help!
Adel Talhouk
Mar 11, 20214 min read
30 views
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AI Agents - Smart Flocking V.2
This is the second version of the Smart Flocking algorithm I implemented, plus a new Swarming behaviour.
Adel Talhouk
Feb 22, 20213 min read
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AI Obstacle Avoidance
This AI technique is a combination of Wander Steering and Dynamic Obstacle Avoidance.
Adel Talhouk
Feb 7, 20212 min read
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AI Agents - Smart Flocking
This AI technique is a combination of Flocking and Dynamic Obstacle Avoidance.
Adel Talhouk
Dec 17, 20203 min read
66 views
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