MISSION IMPOSSIBLE REMASTERED! I recently developed a 2D action game using Python and the Pygame library, featuring Ethan Hunt as the main protagonist. The game includes five progressively challenging levels, where players navigate through obstacles and battle enemy robots in a fast-paced environment. Each level introduces increased difficulty, requiring better control, timing, and strategy. Ethan is equipped with a dynamic combat system: He can shoot in all directions, allowing flexible and responsive gameplay. After firing three bullets, he unlocks a guided missile that automatically detects and tracks enemies, adding a strategic edge to combat. The final level features an intense boss fight against Solomon Lane, who uses an activating shield mechanic, requiring players to carefully time their attacks and adapt their approach. This project helped me strengthen my skills in: Game development using Python (Pygame) Event handling and real-time input systems Collision detection and object interactions Designing engaging gameplay mechanics It was a great experience combining logic, creativity, and problem-solving to build an interactive game from scratch. GitHub Repository Link: https://lnkd.in/dnp66gdv #Programming #Python #GameDevelopment #Coding #SoftwareDevelopment #Developer #Pygame #IndieGameDev #2DGame #GameDesign #PythonProjects #GameProgramming #ComputerScience #PortfolioProject #OpenToWork #StudentDeveloper #Innovation #LearningByDoing #BuildInPublic #ProjectShowcase
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I remember thinking about the classic arcade game, Pacman and how it works. How do the enemies know your exact location and continuously seek out the player? All 4 of them would track you down. How did it work in programming, and what algorithm was used? I initially thought it would be a path-finding algorithm, but it turned out to actually be greedy algorithm where they always attempt to move in the direction that reduces the distance to their "target tile", which in this case is the player. At every intersection, a ghost chooses the path that brings it closest (Euclidean or Manhattan distance) to its target. If multiple paths are equal, the ghost prefers Up > Left > Down > Right (in that order). Each ghost has its own "target tile" logic, for example, the pink ghost would target the tile 4 steps ahead of the player. I was inspired by this concept and started learning the A* algorithm (used in Minecraft for mobs) to implement in a game project built with Python & PyGame. Since movement is restricted to 4 directions (no diagonals), I used the Manhattan Distance Heuristic to calculate the most efficient path. Once the bot has a target, it uses path-finding to find the shortest route by using: cost from the start (bot) to node n (number of steps taken); heuristic estimate from n to the target; total estimated cost and a priority queue (heap) which ensures the best possible path is chosen. I've implemented this algorithm in a game I'm working on; the idea is to obtain more points than the enemy without colliding into them. Here's a demonstration: Have you ever implemented a pathfinding algorithm in a project? I'd love to hear what you built! #python #pathfinding #pygame #project
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“Games are not just about winning anymore - they can teach, reflect choices, and make learning interactive.” 🎮✨ Built a Career Growth Snake and Ladder Game using Python and Pygame with a unique twist on the classic game.Instead of a regular Snake & Ladder setup, we redesigned the experience around career growth and real-life progress: 📈 Ladders represent opportunities and growth 📉 Snakes represent setbacks like procrastination and poor preparation 🧠 Players answer career-based True/False questions to unlock ladders Implemented: •Dice rolling and keyboard event handling •Text rendering, quiz popups, and UI updates •Coordinate mapping for zig-zag player movement •Sound effects for gameplay interaction •Modular coding using separate question and message files Team Contributions: • Nandini - frontend and game interface • PRACHI JAIN - backend and gameplay logic • Sukhleen Kaur - coordinate system and integration Currently trying to make it: 🚀 Player vs Computer 🎯 Difficulty-based with Easy, Medium, and Hard levels Would love suggestions on features or twists we can add next ! #Python #Pygame #GameDevelopment #PythonProjects #Programming #TeamWork
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🌳 Visualizing how a Binary Search Tree (BST) works in real time! Instead of searching elements one by one like a normal list, a BST reduces the search space step by step, making operations much faster and more efficient. ⚡ In this animation, I demonstrated: 🔹 How BST organizes data 🔹 Faster searching compared to linear search 🔹 Tree structure and node traversal 🔹 Why BST is important in DSA Learning Data Structures is helping me improve my problem-solving skills and understand how optimized systems work behind the scenes. 🚀 #BinarySearchTree #BST #DSA #Programming #JavaScript #SoftwareEngineering #Coding #ProblemSolving #Developers #LearningInPublic
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🍉 Built a Fruit Ninja Game… Controlled by My Hand (No Mouse, No Touch) Just developed a real-time Fruit Ninja clone where you slice fruits using your index finger tracked via webcam 🤯 No controllers. No screen touch. Just pure hand movement → tracked → converted into gameplay. From capturing live video → detecting hand landmarks → tracking finger motion → slicing fruits with physics & effects… everything runs smoothly in real-time. ⚡ What makes it cool: • Hand tracking controls using index finger • Smooth 60 FPS gameplay with threaded input • Realistic fruit physics + slicing animations • Juice particles, blade trails & screen shake effects • Procedural sound effects (generated in code) • Fullscreen immersive experience 🧠 Tech Stack : Python • Pygame-CE • OpenCV • MediaPipe • NumPy This project was all about combining Computer Vision + Game Development into one seamless experience — and honestly, this is where things start getting fun. Next step: making it even more interactive 👀 #Python #GameDevelopment #ComputerVision #OpenCV #MediaPipe #Pygame #AIProjects #Developers #BuildInPublic #Innovation #TechProjects
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Real-Time Hologram Human Animation using Python & Pygame Excited to share a futuristic hologram-style humanoid animation built entirely with Python and Pygame. The project uses glowing particle systems, procedural motion, and neon rendering techniques to simulate a floating digital human in a sci-fi environment. Highlights Procedural holographic human generation Particle-based glow effects Smooth floating animation physics Constellation-inspired orbital visuals Real-time rendering with Pygame Cyberpunk / futuristic aesthetic Technologies Used Python Pygame Custom particle system Mathematical motion algorithms Alpha blending & glow simulation This project explores how lightweight Python graphics can create visually immersive real-time animations without heavy game engines. #Python #Pygame #Animation #ComputerGraphics #CreativeCoding #AIArt #ProceduralGeneration #SciFi #Cyberpunk #TechArt #Programming #GameDev
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Python port of @yuruyurau's p5.js creature rebuilt as an interactive marimo notebook with live animation and parameter sliders you can tweak in real time. Built end-to-end with Claude Code, pair-programming inside the running notebook kernel via the agent and marimo-pair skill. Original creator: https://x.com/yuruyurau Try it: https://lnkd.in/gkYBZ5-x
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Are you interested in creating synthetic 4DGS with #GSOPs? Check out this amazing project (including example scene) from Karim Rehimi! Karim developed this project openly and frequently shared his progress and exchanged ideas in the GSOPs Discord server. What's clear to me is that he's a quick study, diligent problem solver, and curious individual. If you're looking for a fantastic Houdini FX / Technical Artist, I strongly recommend Karim. #GSOPs #4DGS #GaussianSplatting #SideFX #Houdini #PDG
Houdini FX Artist | Senior Environment & Real Time Artist | 18 years in 3D production | Sphere Las Vegas · SideFX HEX Tech Talk 2026
R&D: HOUDINI TO UNREAL 4DGS PIPELINE Spent the last few weeks deep in PDG-land building a Houdini → Unreal pipeline for 4D Gaussian Splats. The whole training run happens inside Houdini — no tool switching. TOPs orchestrates the rendering, image conversion, and training in one go, with synchronized timelines across the stages. Color-baking is in custom VEX, the Python glue is vibe-coded — no COLMAP, no detours. GSOPs (David Rhodes) and LichtFeld Studio (Janusch Patas) do the heavy lifting; SplatRenderer brings the result into UE. Full write-up + free HIP file (MIT) at https://lnkd.in/eUDbCN6K. Released as R&D code — break it, fork it, learn from it. #Houdini #UnrealEngine #GaussianSplatting #VFX #PDG #TechArt #RnD
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This is a very interesting Gaussian Splat experiment! I have been testing Gaussians in Unreal for a while, and the results always fascinate me. Even though Gaussians feel like some sort of trick, I think there is a lot of potential in utilizing them in real-time workflows. There have already been examples of their use in feature film and tv but I'm sure more is coming. I definitely suggest keeping up to date with these tools and workflows.
Houdini FX Artist | Senior Environment & Real Time Artist | 18 years in 3D production | Sphere Las Vegas · SideFX HEX Tech Talk 2026
R&D: HOUDINI TO UNREAL 4DGS PIPELINE Spent the last few weeks deep in PDG-land building a Houdini → Unreal pipeline for 4D Gaussian Splats. The whole training run happens inside Houdini — no tool switching. TOPs orchestrates the rendering, image conversion, and training in one go, with synchronized timelines across the stages. Color-baking is in custom VEX, the Python glue is vibe-coded — no COLMAP, no detours. GSOPs (David Rhodes) and LichtFeld Studio (Janusch Patas) do the heavy lifting; SplatRenderer brings the result into UE. Full write-up + free HIP file (MIT) at https://lnkd.in/eUDbCN6K. Released as R&D code — break it, fork it, learn from it. #Houdini #UnrealEngine #GaussianSplatting #VFX #PDG #TechArt #RnD
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R&D: HOUDINI TO UNREAL 4DGS PIPELINE Spent the last few weeks deep in PDG-land building a Houdini → Unreal pipeline for 4D Gaussian Splats. The whole training run happens inside Houdini — no tool switching. TOPs orchestrates the rendering, image conversion, and training in one go, with synchronized timelines across the stages. Color-baking is in custom VEX, the Python glue is vibe-coded — no COLMAP, no detours. GSOPs (David Rhodes) and LichtFeld Studio (Janusch Patas) do the heavy lifting; SplatRenderer brings the result into UE. Full write-up + free HIP file (MIT) at https://lnkd.in/eUDbCN6K. Released as R&D code — break it, fork it, learn from it. #Houdini #UnrealEngine #GaussianSplatting #VFX #PDG #TechArt #RnD
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