Adel TalhoukMay 5, 20225 min readFirst-Person Shooter AI, Part 1 - Look for CoverIn 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 TalhoukApr 20, 20226 min readCapstone - Custom 2D Grid as a basis of a modified A* Pathfinding AlgorithmIn 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 TalhoukMar 10, 20222 min readWeapon Customisation SystemI created a weapon attachment and customisation system to have the different attachments affect my weapon stats in unique ways.
Adel TalhoukApr 6, 20214 min readInfluence MapsInfluence 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 TalhoukMar 10, 20214 min readAI Pathfinding - Flow FieldsPathfinding can be a very costly calculation, especially when dealing with large maps or a large number of units. Flow Fields can help!
Adel TalhoukFeb 22, 20213 min readAI Agents - Smart Flocking V.2This is the second version of the Smart Flocking algorithm I implemented, plus a new Swarming behaviour.
Adel TalhoukFeb 7, 20212 min readAI Obstacle AvoidanceThis AI technique is a combination of Wander Steering and Dynamic Obstacle Avoidance.
Adel TalhoukDec 17, 20203 min readAI Agents - Smart FlockingThis AI technique is a combination of Flocking and Dynamic Obstacle Avoidance.