Previous Post: Introduction to Artificial Intelligence For this, I will explain using Unreal Engine as my examples, though this works similarly for other Engines like Unity. An AI Mesh is a type of Data Structure that shows the AI where it is allowed to move. In UE4 this can be placed in using the NavMeshContinue reading “Artificial Intelligence for Games 101 – Navigation Meshes”
Author Archives: arcrofts2000
Artificial Intelligence for Games 101 – Finite State Machines
Previous Post: Introduction to Artificial Intelligence A Finite State Machine is a model that simulates sequential logic. It comes from two models created by Edward F. Moore and George H. Mealy. It generally consists of a series of States of which one of them is active until an event is received, causing it to changeContinue reading “Artificial Intelligence for Games 101 – Finite State Machines”
Artificial Intelligence for Games 101 – Dijkstra’s Algorithm & A* Algorithm
Previous Post: Introduction to Artificial Intelligence Edsger W. Dijkstra created the algorithm in 20 minutes when out shopping with his Fiance. The main objective of this Algorithm is to calculate the shortest path from one point to another. This is practical in a lot of different sections for Artificial Intelligence including Games and Satellite Technology.Continue reading “Artificial Intelligence for Games 101 – Dijkstra’s Algorithm & A* Algorithm”
Artificial Intelligence for Games 101 – An Introduction to AI
What is AI? AI stands for Artificial Intelligence. The general definition for Artificial Intelligence is a Machine that can interpret and possibly learn from a set of data, then use that data to adapt and achieve the goals it is set to do. An example of this used in the real world is having yourContinue reading “Artificial Intelligence for Games 101 – An Introduction to AI”
Islands
This was my coursework for Final Year, First Semester – Games Engine Architecture. For this coursework I had to create a Vertical Slice for a game idea of my choice. This also included creating a detailed Level Blockout, a GDD (Game Design Document), and a TDD (Technical Design Document). I had the idea of making similarContinue reading “Islands”
ASCII Invaders
Created in my first year of Uni, in which we were given a proprietary university game engine and told to create Space Invaders but sideways. In this project, one of my favourite features I implemented was a boss fight every 5 rounds using a Modulo function to check if the Level is a multiple ofContinue reading “ASCII Invaders”
Untitled ADIDAS Game – Game Design Document
In my first year, we had to work as a group to make a top down game using Unreal Engine 4 along with a Game Design Document. For this I took the role of Lead Game Design. This role required me to convey a few different Ideas to the rest of my group while ensuringContinue reading “Untitled ADIDAS Game – Game Design Document”
DropFox
Created as part of the Wowie Jam 2.0 using Unity 5. Consists of simple tilt controls on Android and Cursor control using PC. For this project, I worked for 3 days on my own, creating everything from scratch including the code to move the player and the art used in the game. I was pleasedContinue reading “DropFox”
My First Blog Post
It’s not a bug, it’s a feature. — Dave. So I decided to start writing a Development Blog for Games. I mostly decided to do this so I could write about the different techniques learnt throughout my Final Project, though I hope to continue outside of this project. ~ Adam ~