In previous chapters, we looked at how to do different specific AI tasks. We learned how to make characters patrol a path, have them wander an environment, change state with behavior trees, and sense objects in the game environment. These are all important, but it's more important to understand how we can combine these different elements to make AI that works well in a large game environment. We will need characters that can navigate an environment to perform tasks but then change based on game events that occur. To do this, the game needs to be designed at a high level, defining what the different AI character's main goals and actions are. These high-level goals are things such as wanting an enemy to patrol an area until it sees the player and then start to chase and attack him. From there, the different aspects of sensing need to be designed for the level, deciding what objects need to be tagged, so they can be used by the AI system. The characters then need sensors defined...
Unity AI Programming Essentials
By :
Unity AI Programming Essentials
By:
Overview of this book
Table of Contents (19 chapters)
Unity AI Programming Essentials
Credits
Foreword
About the Authors
About the Reviewers
www.PacktPub.com
Preface
Free Chapter
Pathfinding
Patrolling
Behavior Trees
Crowd Chaos
Crowd Control
Sensors and Activities
Adaptation
Attacking
Driving
Animation and AI
Advanced NavMesh Generation
Index
Customer Reviews