During our Game AI course, we learned plenty about pathfinding, heuristics and state machines. This demo combines all of it in a small simulation of peon Greyjoy living his woodcutter life and returning home to recharge his energies.

The demo uses a grid to place walls and objects on generation. A node graph is generated on top of the grid and is used for the agent’s movement which wanders looking for trees and uses A* to find a path back home. There’s also mud and roads with costs that affect the A* path.

Development time3 weeks
SkillsC#, Pathfinding, FSM
Team1 member