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NPC-System:

Goal: The overall goal is to create a basic AI-System which allows the NPC-Entities to behave respective to certain behavioural states. For example states for Enemy-Characters such as, standing Idle, wandering or patroling, chasing and attacking its target, or beeing ‚alerted‘ (compare fig. 1 and 2).

Approach: To achieve this goal, I created a behaviur system which includes a Finit State Machine (FSM) that references Scriptable Objects, which on their side implement the actual logic for the specific behaviour (compare Fig. 2 and 3.). The System also includes a perception system (compare fig. 4, 5 and 6) for the NPC-Entities which controls the conditions that are necessary for estimating when and if a state transition shall be conducted. All of this is controlled by the NPCBehaviourController-class which can be viewed as the center of the whole system, since it is controling and handling all necessary operations to make the whole system work (compare fig. 2, 3 and 7).