Osakabe Engine (Custom Engine)

Description

This is yet another attempt at a custom engine during my 2nd year of university (See HydroGine Project for details on the first one). We have implemented structures and systems for AI development such as: Behavior Tree, Blackboard and Path Finding. We also got further with PS4 side of things, but nothing too advanced for the time given. This time around I have focused more on gameplay related systems rather than engine tech, but in a custom engine project like this one, the two will blend together inevitably.
Here are my contributions: Custom Path Finding class with two algorithms implemented - Dijkstra’s and A* algorithm, as well as any supporting functions needed for their execution; Unit testing library to test correctness of functions, evaluate and compare performance of the two algorithms; Base class for an AI Agent that uses Behavior Tree, Blackboard and Path Finding; Visual Studio solution and Jenkins testing setup.

Project Details

  • Tech and Tools: Visual Studio / C++

  • Development Time: 6.5 Working Weeks

  • Platforms Supported: PC / Windows, PS4 / ORBIS

  • Available on: Not Published

  • Team Size: 4

  • My Role(s): Gameplay & AI / Engine Programmer

 In-Game Visuals

Code Samples

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