 | - Developed shaders, enemy AI, DFAs/UFAs (state machines), character status effects, attribute systems, renderdoc plugin, and various other features essential to the game.
- Helped troubleshoot issues with unsupported GLTF model exports from Maya.
- Created textures for models and modified existing models and UV maps.
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 | - Developed essential features, behaviours, and AI for enemies.
- Designed enemy AI and their dynamic behaviours.
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 | - Developed and optimized essential GLSL shaders and rendering backend.
- Developed essential backend for managing scenes.
- Merged GIT branches and solved merge conflicts.
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 | - Designed and developed interactive animations for cards and particle animations for ambient objects.
- Developed essential features for card interaction in 3D world and for spectating.
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 | - Developed essential features, behaviours, and AI for enemies.
- Optimized code usage/readability and frametime/loadtime performance.
- Merged GIT branches and solved merge conflicts.
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 | - Developed website in a database like structure.
- Modified existing JS libraries for essential formatting fixes.
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 | - Implemented networking via C# NET sockets.
- Implemented a chat system, a lobby system, the ability to support up to 255 clients at a time.
- Implemented predictive movement with dead reckoning.
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 | - Used reinforcement learning on a neural network to train the bird to pass pipes.
- Used PyTorch with CUDA and Unity ML Agents libraries for training the network.
- Used Tensorboard for viewing realtime training information.
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