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Appendix I: OpenGL
OpenGL is a three dimensional graphics rendering Application Programming Interface (API), which is simply a header file and functions that can be called in C++. These functions coordinated and conduct any output rendering. This implementation allowed us to initialize a window in which two planes were drawn, and were visual representations of the simulation as the AI moved the planes in the environment. Obviously, this 3-Dimensional rendering of the planes as they flew along on their flight patterns provided a huge advantage over an alternative text based system. Essentially, OpenGL provided us with the procedures by which to see what the computer was accomplishing, rather then simply trying to decipher X, Y, Z outputted coordinates, as undoubtedly, this would have been extremely inefficient to decide how effective each run of the simulation was. To create a ship, we utilized the exported vertices and indices, which code for the order in which the vertices should be connected, of a plane we designed in a 3D-rendering program, and imported these from a file to be drawn. We were also able to apply a color to each plane so as to be able to distinguish them in flight and make it apparent when one plane was under fire and being hit by enemy bullets. To output this, however, is actually quite complicated. We had to learn and understand the many nuances of OpenGL's programming technique, that is to say, using what lines of code could a scene be outputted. In its simplest form, this is actually quite simple and is outlined in the OpenGL handbook, but to provide a more efficient and functional display, we utilized Macintosh Input Sprockets along with OpenGL. In the end, we were able, through rather extensive coding, to visualize our creation.

Appendix II: Source Code
The source code for this project is available online in plain text format. Click on one of the hyperlinks below to access the individual source code files.

C++ Files: