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AI Battle Sim

battle2.png
RoamState.png

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My AI Battle Sim was created using Unreal Engine 5.2 with a focus on C++ using as little blueprints as possible.

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During the creation of this project I applied Perlin Noise to that took a seed to generate a random terrain for my 3 AI teams to battle on and see who would come out victorious. These teams are red, blue and neutral.

 

Red and blue actively search for opponents to fight by utilising a wander steering behaviour. Both blue and red team also has with 3 medics, the medics only run to the team member with the least amount of health to heal them. The neutral team wander about aimlessly and are supposed to represent wild animals that flee from any source of damage.

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All AI has its own state machine to control its behaviour where different stimuli make them react differently where as mentioned previously all neutral flee from any source of damage however whilst not taking any damage they will use arrival steering behaviours and will wait for a random amount of time once arriving at their designated location by changing their state to an idle state. once the randomly selected amount of time has elapsed they will pick another random spot to arrive to.

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Click here to view source: GitHub

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MainMapBlueprint.png
RoamState2.png
FleeStateExecute.png

©2024 by Jacob Kelly.

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