AI/Networking

I developed this project as part of the Advanced Game Technologies coursework.
It employs both Networking and AI techniques to deliver the whole experience, some of the features are as follow.

  • Random maze generation using Prim’s Algorithm..
  • Navmesh generation for the generated maze.
  • A* Algorithm to calculate the path between two nodes.
  • Server/Client architecture to synchronize client positions, broadcast maze structure, govern AI agents and handle physic simulation.
  • Data-driven Finite State Machine to handle AI behaviour.
  • Client movement calculations use string pulling to minimize path nodes.
  • Dead Reckoning is employed to allow a smoother simulation on the client side.

This was a really fun project for me, as I am very fond of network programming, also combining our previously developed Physics Engine with networking, gave me a better understanding of how some games are actually made.

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