Andrew Bannister’s ePortfolio

Current Projects

Under Water World

Underwater fish flocking simulation. The fish flock using Craig Reynold’s steering behaviours and the flocks wander around the map using a goal based algorithm I devised myself.

Future work involves adding some form of render-able water surface, some form of under water post process shader and some element of game play, such as subs vs battleships.

Final Year Project

Working on an implementation of advanced AI agent behavior in games using machine learning techniques.
Project Blog: http://arenabot.blogspot.com/

Previous Projects

Pacman³

An assignment for our Game Worlds Programming module.

This project was a project coded using XNA for an module assignment. The idea was to have a traditional game of pacman, only instead of playing on a traditional 2d Pacman level Pacman could traverse all 6 faces of a 3D cube. This project involved an algorithm to render specifically mapped out view ports to a texture buffer and rendering the texture buffer to different sides of a cube.

OpenGL 3D model of DIT Kevin St. games lab

This was one of our continuous assessment assignments for the Graphics module in 4th year

Asteroids

Instructions:

Select a ship start blowing up Asteroids. Survive as long as possible. Click on a point on the screen to move to that location. Click on an asteroid to target that asteroid.

Frigates
Agile. Fast.
Can fire Bullets.
Cruiser
Less Agile than a frigate. Slightly slower.
Can fire bullets and missiles.
Capital ships
Slow. Least Agile.
Can fire bullets. Can fire missiles. Can drop sentry drones.

Arkanoids

http://www.youtube.com/watch?v=z1z_l0J0Mn0

Third Year team software development project: Stickmen

http://seriousgames.ie/mediawiki-1.6.10/index.php/Stickmen