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Along the second year of my HND studies in videogames programming we had the chance of choose a topic and research about it. We had the opportunity to choose an engine or lybrary and make a demonstration of its capacities. I was working with a friend, Leandro Ruíz in a single project about two interesting fields: Box2D and Stardust Particle Engine for Flash.
We had to integrate Box2D into a FlashDevelop environment and test some possibilities that this physics engine gave us. Also, we had to adapt some Stardust Particle Engine utilities, parsing some code and studying how to work with some features into the FlashDevelop environment.
The result was quite fun and satisfactory. I will add the links to both; library and engine and also a video to the swf result.
WATCH THE DEMO HERE Demo Box2D - Stardust Particle Engine
Box 2D
Stardust Particle Engine -
For the last assignment of the AI course, in my third year in ESAT (Valencia), we were encouraged to develop a Multi Agent System to simulate a scenario with some phases: assault, rescue and scape, showing the result in a visual SDL environment.
To carry out this project, we had to use our own pathfinding A Star algorithm. The design and programing of this A* algorithm was done in the first assessment phase of the AI course, under the tutelage of Toni Barella.
I have to say that I still very satisfied with the results of my pathfinder code. I have refactored and used this algorithm in different projects with different aims and I still enjoying with the scalability and possibilities of this code.
This first file, it's the visual result of my AI pathfinder. The visual test made with SDL was able to read from a pixel map with colour codes and generate a maze from it. In case it cannot find a path, the console shows the result. If a way is possible, a spider will run the maze through the optimal path and the algorithm will draw a cobweb in every scanned area.
A* Spider Demo
You have only to execute the .exe file in the bin folder and you can also replace the "borderMapAI.png" for another from the maps folder renaming the new file file with the same name ("borderMapAI.png").
This second demo show the visual result of the Multi Agent System. Attacks are disabled. The phases are: assault, rescue and scape. The prisoners are working until the intruder alarm is activated. The guards switch their state to alarmed after one of them watch the intruders and active the base alarm.
It's important to say that the 30 agents are processing their own paths for free in real time and the performance is excellent. Some of the agents uses a control point system to reach a better computation performance. There are some grided AI maps under the final map which are used to recognise the transitable areas and reduce the number of nodes to scan.
Multi Agent System Demo -
Yes, Unity should be a nice option to develop a pair of systems that will compose my project.
The first system; a map exporter in txt or png format after process all the elements in a grid.
It will take care of some parameters like, space type (crypt, laboratory, dungeon room...), size of the space, floor texture, etc, before be processed. I must consider the proportions between assets, open corridors, doors, transition spaces with other areas or other corridors, rooms...
The second system will be and interpreter of the txt, png file processed by the first system and apply it in a visual scene like result.
I have found very interesting assets to be used in my map generator. A complete pack of different objects that should be used to create a complete game, with a reasonable number of quads and nice textures. You can have a visual idea if you take a look to my presentation poster and accessing the Unity asset store.
Obviously I have to focus in the creation of sub spaces, examples to show the functionality of my algorithms with visual results. I am developing the creation of a graveyard (open terrain) example and a library (closed room).
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