This is a project I created for my Artificial Intelligence course at Humber College.
- Tile-based procedural dungeon system based upon the techniques pioneered by Joris Dormans
- Cyclic level generation with primary and secondary cycles
- Uses random walk and A* algorithms on a graph to generate full cycles
- Uses the graph to place randomly chosen prefab rooms in the same configuration as the graph
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Steering algorithms
- Seek
- Flee
- Arrive
- Avoid
- Pursue
- Evade
- Look at Target
- Look Where Moving
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Pathfinding
- Dijkstra and A* algorithms
-
AI behaviours using a Finite State Machine
- Uses Unity's Scriptable Objects for Actions, Decisions, States and Transitions