![banner showing the navmesh built in blender](http://leah-lindner.com/blog/wp-content/plugins/images-lazyload-and-slideshow/blank_250x250.gif)
For this project I implemented a techdemo that showcases AI behavior in a small Zombie game.
The project was created in a DirectX engine called the Overlord Engine that was half made by my college (Digital Arts and Entertainment) and half by me. The Project was written using C++ and DirectX | HLSL.
![zombies on a staircase chasing humans with a star path finding](http://leah-lindner.com/blog/wp-content/plugins/images-lazyload-and-slideshow/blank_250x250.gif)
Here is a list of engine features I wrote myself:
- Navigation mesh support
- A* Pathfinding for Grids and nav-meshes
- Flocking steering behavior
- Behavior trees
- Shadow mapping
- Skinned animations (GPU)
- Text and Sprite rendering
- All HLSLÂ shaders
- Billboard Particles
- Skybox
- PhysX Character Controllers
You can view the shaders when downloading the project in the resources folder.
![Tech demo with zombies chasing people using A* path finding](http://leah-lindner.com/blog/wp-content/plugins/images-lazyload-and-slideshow/blank_250x250.gif)
![grid based A* path finding c++](http://leah-lindner.com/blog/wp-content/plugins/images-lazyload-and-slideshow/blank_250x250.gif)
![navmesh pathfinding for crowds in c++](http://leah-lindner.com/blog/wp-content/plugins/images-lazyload-and-slideshow/blank_250x250.gif)