UFMG / 2007–2008

Artificial Intelligence - Undergraduate

Navigation, steering, state machines, flocking, and game-platform foundations from the AI for Games program.

07 entries
012008

C++ · OGRE 3D · PhysX

A Framework for Creation and Configuration of a Dynamic Environment with Navigation Meshes

A framework and editor for creating navigation meshes, inserting dynamic objects, and configuring interactive environments.

022008

C++ · OGRE 3D · PhysX

Steering and Pathfinding using Navigation Meshes in an Interactive Environment

Pathfinding over navigation meshes with steering algorithms and dynamic obstacle avoidance.

032007

Python · Panda3D · PhysX

Steering Behaviors and Pathfinding

An autonomous-agent study covering seek, flee, evade, wander, obstacle avoidance, swarming, and A* pathfinding.

042007

Python · Panda3D · PhysX

State-Driven Agents

A small game using finite state machines to drive attacking, reproducing, and fleeing mosquito agents.

More details

The assignment grew into something close to a complete small game, with a clear beginning, progression, boss fight, and ending.

052007

C# · XNA · MiniMax

Reversi

A complete Reversi game with four difficulty levels and five AI strategies using MiniMax and Alpha-Beta pruning.

062007

C++ · OpenGL

Boids

An OpenGL implementation of the classic Boids algorithm, simulating flocking behavior in a three-dimensional world.

072008

Panda3D · ODE

Pandorga: An Open Source Platform for Creating Games

An extensible game platform, level editor, and event editor. Its Portuguese-language poster won Best Technical Poster at SBGames 2008.

All other work