Pathfinding Efficiency Comparison

I compared the efficiency of four pathfinding algorithms in Unity and incorporated a visualization module to view the graph search process of each algorithm. Algorithms for Breadth-first search, Dijkstra's, Greedy Best first search and A* were coded in Unity. 

Project Potter - Behavior Trees - PC Version

I have created a spell cast duel fight between the player and a mage NPC. The AI system in the mage character was developed using behavior trees.  

Crowd simulation using Navmesh

Crowd simulation ios one of the interesting topics in the field of game science. I'm currently using the basic form of crowd simulation in my game development courses and in this, the entire simulation can be performed using the NavMesh component inside Unity. I'm currently exploring an ad-hoc algorithm to generate crowd characters within Unity.