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GameDev 🕹

Joined June 2020
Photo by Vaibhav (@vaibway)Photo by Vaibhav (@vaibway)Photo by Vaibhav (@vaibway)Photo by Vaibhav (@vaibway)Photo by Vaibhav (@vaibway)Photo by Vaibhav (@vaibway)
Added Hit Reaction and Death to my Unity Behavior Tree AI. What impressed most was how easy it was to extend the existing tree. The new behaviors fit in with very little effort, and the AI logic stayed clean. Loving the Behavior Tree workflow so far. #Unity3D #GameDev #GameAI
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I took the next step with my Behavior Tree AI by giving it something every enemy actually needs... the ability to see. • Field of View • Alert Radius • Line-of-Sight checks • Custom Behavior Tree nodes powering AI perception #Unity3D #GameDev
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Tired of placing patrol waypoints, I built a custom Patrol Behavior Node that lets AI patrol directly on Unity Splines. Supports: • Once • Loop • Ping Pong Currently exploring Unity's Behavior package and building custom AI tools. #Unity3D #GameDev #GameAI #BehaviorTree
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Tried Unity's Behavior Trees for the first time and now I see why they're an industry standard for game AI. Built an AI with Idle, Patrol, Chase, and Attack in no time. Easy to debug, easy to extend, and surprisingly intuitive. #Unity3D #GameDev
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4x increase. From 500 boids to 2,000 boids at 60+ FPS on CPU 🚀 Replaced O(N²) neighbour checks with: ⚡ Spatial hashing ⚡ Grid partitioning ⚡ Jobs + Burst #gamedev #unity3d
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Experimented with Boid simulation in Unity using cohesion, alignment, and separation rules. Handling 500 boids at 60+ FPS on CPU with obstacle avoidance + dynamic target following. Next challenge: replacing O(N²) neighbour checks to scale into the thousands. #Gamedev #unity3d
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