Book Image

Unity 5.x Game AI Programming Cookbook

By : Jorge Palacios
5 (1)
Book Image

Unity 5.x Game AI Programming Cookbook

5 (1)
By: Jorge Palacios

Overview of this book

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. Leveraging these tools via Unity’s API or built-in features allows limitless possibilities when it comes to creating your game’s worlds and characters. This practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.
Table of Contents (15 chapters)
Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Creating good waypoints


There are times when the number of waypoints must be reduced at a certain point during the game or just for memory constraints. In this recipe, we will learn a technique called condensation that helps us deal with this problem, forcing the waypoints to compete with each other given their assigned value.

Getting ready

In this recipe, we will deal with static member functions. It is important that we understand the use and value of static functions.

How to do it…

We will create the Waypoint class and add the functions for condensing the set of waypoints.

  1. Create the Waypoint class, deriving not only from MonoBehaviour, but also from the IComparer interface:

    using UnityEngine;
    using System.Collections;
    using System.Collections.Generic;
    
    public class Waypoint : MonoBehaviour, IComparer
    {
        public float value;
        public List<Waypoint> neighbours;
    }
  2. Implement the Compare function from the aforementioned interface:

    public int Compare(object a, object b)
    {
        Waypoint wa...