Vijay Shingala

Unity 3D 

Reconstructing a Classic - Asteroids

Unity 3D (Game Production) | C# Scripting(Game Logic) | Autodesk Maya 2011(Game Content)

Description : In this project, we had to recreate a classic game in Unity 3d. I chose to recreate the game Asteroids. This is a 2d game in a 3d environment where I implemented a basic player ship controller based on the first FSM shown on the left. I modeled and textured all the content in Maya and imported it into Unity. Through C# scripting, I was able to implement the overall game logic, the AI for the asteroids, and the player ship controller. I used the built in physics compenents such as rigid body and colliders to make the task of implementing the game mechanics easier. I generated the explosions using Unity's particle system game object and the halo component. Below are the results.

Behavioral Animation

Unity 3D (Main Simulation) | C# Scripting(Simulation Logic) | C++ Plugin (Behavior Implementation)

Description : In this project, we had to write the C++ plugin behavior code that would steer the behaviors of the lenguin characters in the Unity 3d scene. Various behaviors such as seek, flee, arrival, departure, flocking and many more were implemented in this project. In each behavior, the desired velocity vector was calculated and using this, the appropriate force and torque were applied to the lenguins to achieve this desired velocity vector. Behaviors such as alignment, separation, and cohesion are group behaviors where the movement of one character is dependent on nearby characters. Behaviors such as flocking and leader are the result of combining other behaviors. Below are the results that were achieved.

Hide and Seek Game - A* Path Planning

Unity 3D (Main Simulation) | C# Scripting(Simulation Logic) | C++ Plugin (A* Path Planning) 

The A* algorithm on a grid involves taking the starting point(green) and ending point(red) and evaluating squares for their F cost value. The F cost value is the sum of variables G and H where the G cost is the distance of the square being currently evaluated from the starting point. The H cost value can be calculated in many different ways and it represents the distance from the current square to the end point. The squares being evaluated are placed in an open list data structure and the squares that have been evaluated are placed in a closed list data structure. Each square also holds a pointer back to the square from which it was evaluated and through this the shortest path from the endpoint to the starting point is traced.

Description : In this project, we had to write the C++ A* path planner plugin code to guide a group of lenguins to the shortest path around various obstacles. C# scripting was used to write the Mario Mode camera controller for the player controllable lenguin. Combined with this, additional C# code was written to generate the game mechanics and logic of the Hide and Seek Game. In the game, the player controllerable object must chase other lenguins who find places to hide based on the A* path planning code. The goal of the game is to catch all the enemy lenguins. See results below.

Insheeption - Final Project

Unity 3D (Game Dynamics) | C# Scripting(Game Logic) | C++ Plugin (Steering Behaviors) | Maya 2011 (Character Modeling and Animation) 

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Player Controlled Wolf and Sheep AI Animations

Created by Camtasia Studio 7

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Wolf Walk Cycle

Created by Camtasia Studio 7

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 Wolf Swipe Cycle

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Sheep Idle Cycle 1

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Sheep Slow Hop Cycle

Created by Camtasia Studio 7

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 Wolf Run Cycle

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Wolf Jump Cycle

Created by Camtasia Studio 7

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Sheep Idle Cycle 2

Created by Camtasia Studio 7

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Sheep Fast Hop Cycle

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Insheeption Final Version


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