A custom-built C++ maze game engine featuring dynamic enemy AI, real-time ray-casting for line-of-sight, multi-state behavioral systems (Patrol, Hunt, Search), and A*-inspired pathfinding. Developed using modular entity-component architecture, frame-rate-independent movement, and advanced memory management principles like RAII and smart pointers.
Fully integrated save/load system with slot-based saves. Demonstrates binary data persistence, state serialization, and in-game UI transitions.
Includes delta-time-based animation and adaptive difficulty scaling with intelligent AI that responds to player behavior.