
Billy Connors developed core navigation and AI systems for the kieranknowles1/csc8508-team-project, focusing on scalable 3D pathfinding and gameplay stability. He implemented raycasting and navigation mesh foundations in C++ and GLSL, enabling AI entities to sense, navigate, and interact with the environment using A* algorithms and state machines. His work included refactoring the AI core, integrating height data, and building systems for dynamic AI difficulty scaling and combat. By enhancing UI elements and optimizing performance, Billy improved both player experience and maintainability. The depth of his engineering addressed complex navigation, rendering, and AI challenges within a robust game framework.

March 2025 performance summary: Delivered core navigation and AI platform capabilities, expanded the game framework, and strengthened stability and performance across the CSC8508 project. The month produced scalable AI navigation and movement, a refactored AI core, enhanced combat scaffolding, and UI improvements that deliver clear business value and a better player experience.
March 2025 performance summary: Delivered core navigation and AI platform capabilities, expanded the game framework, and strengthened stability and performance across the CSC8508 project. The month produced scalable AI navigation and movement, a refactored AI core, enhanced combat scaffolding, and UI improvements that deliver clear business value and a better player experience.
February 2025 performance summary for kieranknowles1/csc8508-team-project. Delivered core raycasting features and improved AI/navigation across the project, enhancing gameplay realism and stability. Key achievements:
February 2025 performance summary for kieranknowles1/csc8508-team-project. Delivered core raycasting features and improved AI/navigation across the project, enhancing gameplay realism and stability. Key achievements:
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