
Oscar Anderlind contributed to the ltsLumina/FG-GP-Team1 repository by developing foundational flocking AI and environmental interaction systems using Unity and C#. He implemented a core boids simulation engine, including spawning logic and enhanced wall detection to improve flock stability. Oscar also introduced resource waves as dynamic environmental features influencing AI behavior, and built an event spawner system to support timed, event-driven gameplay. Integrating FMOD, he established a flexible audio pipeline with music, UI, and environmental sound handling. Throughout the month, Oscar focused on code cleanup, refactoring, and bug fixes, ensuring robust, maintainable systems across gameplay, audio, and simulation components.

November 2024 performance summary for ltsLumina/FG-GP-Team1. Focused on delivering foundational flocking AI, environmental interactions, and audio integration, while tightening code quality and stability across gameplay systems.
November 2024 performance summary for ltsLumina/FG-GP-Team1. Focused on delivering foundational flocking AI, environmental interactions, and audio integration, while tightening code quality and stability across gameplay systems.
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