CARLOS GUTIERREZ
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    • Individual Projects >
      • Thesis - Fuzzy Fitness Scoring for Companion AI Strategy
      • Fighting Ants AI
      • CUDA Raytrace Rendering
      • Goal Oriented Action Planning
      • Data-Driven Roguelike
  • Resumé
  • About Me

Individual Projects done at The Guildhall, adding new components and features to my custom C++ Game Engine. Below are some samples.

Thesis: Fuzzy Fitness Scoring for Companion AI Strategy Selection

  • Used fuzzy fitness scoring to determine which action a companion AI would choose based on the current scenario
  • Actions scored based on state of player, companion, and enemies, with the highest scoring action being selected, without need for actions to know about each other for special case handling
  • Companion AI tasked with managing its health, position, and mana to optimally benefit itself and the player, with the helping the player being prioritized
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Picture

Fighting Ants AI

  • Implemented A* pathfinding for shortest paths and priority queues for handling path requests
  • Used a state machine for an ant colony made of four different kinds of ants that work together to fight and defeat enemy ant colonies
  • Multithreaded to allow colony to "think" and grant path requests, while being able to send out orders and handle game state updates at any time
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AI using Goal-Oriented   Action Planning  (GOAP)

Engine: Custom C++ Game Engine
Key Features
  • AI goal is to continuously obtain more food to sustain themselves
  • Goals and Actions for the AI are decoupled, unlike in a FSM. The AI uses A* to path through a graph made up of "world states" (nodes) and Actions (edges) to find the best plan in order to satisfy the assigned goal
  • Several methods of getting food require multiple steps with dependencies. GOAP allows the AI to form a plan to get the food using the AI's available Actions
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CUDA Raytracing

Engine: Custom C++ Game Engine
Key Features
  • Using CUDA to have the GPU raytrace and render to an OpenGL texture, which is drawn as a standard frame buffer
  • Menger Sponge rendering using DDA raytracing
  • Shape twisting and deformation by applying rotation to rays

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Data-Driven Roguelike

Engine: Custom C++ Game Engine
Key Features
  • Creation of Tiles, Enemies, Entities, Items, and Maps done entirely with XML data
  • Tile based Lighting System
  • A* Pathfinding for enemies & Raycasting for line of sight
  • Smooth Interpolated Movement
  • Multiple movement speed support (relative to player)
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Cloth Simulation

Engine: Custom C++ Game Engine
Key Features
  • Uses Verlet Intergration and Constraint-Relaxation of particles
  • Supports dynamic forces, including wind



Custom Vertex/Fragment Shader & Frame Buffer Effects

Engine: Custom C++ Game Engine
Key Features
  • Supports Diffuse, Normal, Bump, Parallax, Specular, Noise and Emissive textures
  • Frame Buffer pipeline & effects - such as "toon", underwater, outline, greyscale
  • Vertex effects (shimmering & traveling wave)

Newton's Cradle Physics Simulation

Engine: Custom C++ Game Engine
Key Features
  • Precise handling of multiple collisions on the same frame through rollback and integration up to collision points with handling for each
  • Adjustable simulation settings: Gravity, Time, Number of Systems, Coefficient of Restitution, and Environmental Damping
  • Forward Euler and Velocity Verlet Integration
  • Pause, Play, Reset, and Frame by Frame viewing

Custom 3DS Max Model, Animation, and Skinning   Exporter

Engine: Custom C++ Game Engine
Key Features
  • Custom export dll plugin for 3DS Max
  • Custom file format for exporting 3DS Max 2013 scenes.
  • Exports Models, Animation, and Skinning
  • Integrated into custom engine for import and playback by handling vertex data, bones, animation frames, and textures
Copyright © 2020
  • Home
  • Professional Work
    • PREY MOONCRASH
    • PREY
  • Student Work
    • Team Projects >
      • From The Ashes
      • Project Island
      • Sky Knights
      • Ethereality
    • Individual Projects >
      • Thesis - Fuzzy Fitness Scoring for Companion AI Strategy
      • Fighting Ants AI
      • CUDA Raytrace Rendering
      • Goal Oriented Action Planning
      • Data-Driven Roguelike
  • Resumé
  • About Me