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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

    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.

    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

    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

    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

    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.

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

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