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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


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


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


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


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


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


AI Obstacle Avoidance
This AI technique is a combination of Wander Steering and Dynamic Obstacle Avoidance.
Adel Talhouk
Feb 7, 20212 min read


AI Agents - Smart Flocking
This AI technique is a combination of Flocking and Dynamic Obstacle Avoidance.
Adel Talhouk
Dec 17, 20203 min read
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