Hide and Seek NPC Pathfinding
A* Pathfinding with occupancy map for AI behavior.
Custom engine provided by professor.

A combination of two course projects resulting in a Hide-And-Seek demo
A* Pathfinding with occupancy map for AI behavior.
Custom engine provided by professor.

A combination of two course projects resulting in a Hide-And-Seek demo
Implementing A* algorithm with a grid-based layout allows the player and NPC to find the shortest path from one point A to point B
A* code snippit
When the NPC doesn't know where the player is, the last known player position starts propegation (red) to guide where to search
Code snippet of propegation
NPC vision is restricted to a certain degree by dot product and unable to look through walls with checking line segments