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.
01 / 01UFMG / 2007–2008
Navigation, steering, state machines, flocking, and game-platform foundations from the AI for Games program.
07 entriesA framework and editor for creating navigation meshes, inserting dynamic objects, and configuring interactive environments.
01 / 01Pathfinding over navigation meshes with steering algorithms and dynamic obstacle avoidance.
01 / 01An autonomous-agent study covering seek, flee, evade, wander, obstacle avoidance, swarming, and A* pathfinding.
01 / 01A small game using finite state machines to drive attacking, reproducing, and fleeing mosquito agents.
The assignment grew into something close to a complete small game, with a clear beginning, progression, boss fight, and ending.
01 / 01A complete Reversi game with four difficulty levels and five AI strategies using MiniMax and Alpha-Beta pruning.
01 / 01An OpenGL implementation of the classic Boids algorithm, simulating flocking behavior in a three-dimensional world.
01 / 01An extensible game platform, level editor, and event editor. Its Portuguese-language poster won Best Technical Poster at SBGames 2008.
01 / 01