Multiplayer boids simulation Game
Multiplayer boids simulation Game

My initial introduction to boids and flocking algorithms as well as coding for multiplayer experiences. Built using C++ and the Urho3D engine I was tasked with developing a multiplayer game based around catching fish. The final application used a pre-generated terrain that read off a heightmap and spawned groups of agents animated with the boids algorithm with the basic seeking, fleeing and group cohesive behaviours. The application allowed players to create and connect to user hosted games that would begin once more than one player was connected and readied up with the aim of catching the most fish possible within a set time.

Working with the Urho engine solo encouraged me to network with my peers since there wasnt much documentation besides that provided on the Urho main forum. This meant that I could apply my own thought processes to the topics in discussion to further develop my own understanding which tranlated over to my final application. This practice also provided insight into the workflow of my peers which I could then apply to my own coding practices.

Check out this project on my GitHub!

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