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    StateMachineScreenshot.png

    State Machine

    An Implementation of state machines in a game context

     - 6 states and 10 state transitions

     - 2 added states from the example

     - Extensible to allow for additional state additions

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    Built off of the description of a state machine in Robert Nystrom's Game Engine Architecture​

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    Spatial Partition

    Using spatial partition in Unity to drive AI 

    Uses a single grid recognition pattern to reduce the profile of targeting algorithms  for bots.​

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    Built off the Spatial Partition Tutorial by Erik Nordeus.

    Factory Pattern

    Using the Factory pattern to generate NPC objects

    A Standard Implementation with a factory class responsible for creating and destroying the NPC objects

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    Built off of the book Game Development Patterns With Unity by David Baron

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    Solid Selection

    Creating an interaction manager with Solid principles for easy extention

    - Interface dependency for easy swapping of like objects

    - segregated responsibilities for different aspects of the selection

    - Open to the addition of new selection methods

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    Built off of the Video SOLID Principles in Unity by Charles Amat

    Using NUnit and Unity's built in testing to:

    - Create an automated testing harness

    - Use mocking to mimic dependent objects.

    - Ensure working code

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    Expands on Unit Testing in Unity 3D by Jason Weimann​

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    Testing

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    Abstract Factory

    Implementing the Abstract factory in unity to divide creation based on condition.

    Used two levels of abstract factories for further refinement and distinction.

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    Based on the Abstract Factory tutorial by Gary Woodfine that has since been removed

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