Index
A
- A* algorithm / Revisiting the A* algorithm
- A* Pathfinding
- about / Using A* Pathfinding, A* Pathfinding
- A* algorithm / Revisiting the A* algorithm
- Node class, implementing / Implementing the Node class
- priority queue, establishing / Establishing the priority queue
- grid manager, setting up / Setting up our grid manager
- A* implementation / Diving into our A* implementation
- test code class, implementing / Implementing a Test Code class
- sample scene, setting up / Setting up our sample scene
- components, testing / Testing all the components
- agent
- defining / Defining the agent
- vision / Seeing the world through our agent's eyes
- AI
- life illusion, creating / Creating the illusion of life
- research fields / Creating the illusion of life
- used, for leveling game / Leveling up your game with AI
- using, in Unity / Using AI in Unity
- AI character
- creating / Creating an AI character
- AnimationController asset
- creating / Creating the AnimationController asset
- AnimationCurve editor
- Aspect class
- implementing / Implementing the Aspect class
B
- behavior trees
- about / Behavior trees
- nodes / Behavior trees
- task nodes / Behavior trees
- Selector task / Behavior trees
- Attack task / Behavior trees
- Chase task / Behavior trees
- Patrol task / Behavior trees
- basic structure / Behavior trees
- test task / Behavior trees
- behavior trees (BTs)
- about / Learning the basics of behavior trees
- root / Learning the basics of behavior trees
- node, types / Understanding different node types
- node, states / Understanding different node types
- composite nodes / Defining composite nodes
- decorator nodes / Understanding decorator nodes
- leaf node / Describing the leaf node
- existing solutions, evaluating / Evaluating the existing solutions
- implementing / Implementing a basic behavior tree framework
- node class, implementing / Implementing a base Node class
- nodes, extending to selectors / Extending nodes to selectors
- sequences / Moving on to sequences
- decorator, implementing as inverter / Implementing a decorator as an inverter
- generic action node, creating / Creating a generic action node
- framework, testing / Testing our framework
- planning / Planning ahead
- scene setup, examining / Examining our scene setup
- MathTree code / Exploring the MathTree code
- test, executing / Executing the test
- boid / Mimicking individual behavior
C
- composite node
- about / Defining composite nodes
- sequences / Defining composite nodes
- selectors / Defining composite nodes
- CrowdAgent component
- using / Using the CrowdAgent component
- crowd dynamics / Flocking and crowd dynamics
- crowds
- about / Understanding the concepts behind flocks and crowds
- using / Using crowds
- simple crowd simulation, implementing / Implementing a simple crowd simulation
- CrowdAgent component, using / Using the CrowdAgent component
- fun obstacles, adding / Adding some fun obstacles
D
- decorator node
- about / Understanding decorator nodes
- inverter / Understanding decorator nodes
- repeater / Understanding decorator nodes
- limiter / Understanding decorator nodes
- fake state / Understanding decorator nodes
- breakpoint / Understanding decorator nodes
E
- enemy tank
- creating / Creating the enemy tank
- transitions, selecting / Choosing transitions
- Patrol state / Choosing transitions
- Chase state / Choosing transitions
- Shoot state / Choosing transitions
- behaviors, assigning to states / Making the cogs turn
- conditions, setting / Setting conditions
- coding / Driving parameters via code
- moving / Making our enemy tank move
- testing / Testing
- environment
- setting up / Setting up the environment
- example
- testing / Testing the example
F
- Final State Machine (FSM)
- uses, finding / Finding uses for FSMs
- Finite State Machines (FSM)
- about / Finite State Machines
- components / Finite State Machines
- Finite State Machines (FSM), components
- states / Finite State Machines
- transitions / Finite State Machines
- rules / Finite State Machines
- events / Finite State Machines
- FlockController
- implementing / Implementing the FlockController
- flocking / Flocking and crowd dynamics
- flocks
- origin / Learning the origins of flocks
- about / Understanding the concepts behind flocks and crowds
- Tropical Paradise Island / Understanding the concepts behind flocks and crowds
- Craig Reynolds flocking algorithm / Understanding the concepts behind flocks and crowds
- separartion / Understanding the concepts behind flocks and crowds
- alignment / Understanding the concepts behind flocks and crowds
- cohesion / Understanding the concepts behind flocks and crowds
- Unitys samples, used / Flocking using Unity's samples
- individual behavior, mimicking / Mimicking individual behavior
- controller, creating / Creating the controller
- alternative implementation, using / Using an alternative implementation
- FlockController, implementing / Implementing the FlockController
- fuzzy logic
- about / Thinking with fuzzy logic, Defining fuzzy logic, Creating a truly unique experience
- fuzzy systems, over binary systems / Picking fuzzy systems over binary systems
- using / Using fuzzy logic
- simple fuzzy logic system, implementing / Implementing a simple fuzzy logic system
- sets, expanding / Expanding the sets
- data, defuzzifying / Defuzzifying the data
- crisp data, resulting / Using the resulting crisp data
- simpler approach / Using a simpler approach
- uses / Finding other uses for fuzzy logic
- merging, with other concepts / Merging with other concepts
G
- generic action node
- creating / Creating a generic action node
H
- health points (HPs) / Implementing a simple fuzzy logic system
- Heating ventilation and air conditioning (HVAC) systems / Using fuzzy logic
L
- layers
- Add layer / Layers and Parameters
- Layer list / Layers and Parameters
- Layer settings / Layers and Parameters
- leaf node
- about / Describing the leaf node
M
- MathTree code
- about / Exploring the MathTree code
N
- Natural language processing (NLP) / Creating the illusion of life
- Navigation Mesh
- using / Using navigation mesh
- about / Navigation mesh
- map, setting up / Setting up the map
- Navigation Static / Navigation Static
- building / Baking the navigation mesh
- agent, using / Using the NavMesh agent
- destination, setting / Setting a destination
- target class / The Target class
- slopes, testing / Testing slopes
- areas, exploring / Exploring areas
- Off Mesh Links / Making sense of Off Mesh Links
- Off Mesh Links, using / Using the generated Off Mesh Links
- Off Mesh Links, setting manually / Setting the manual Off Mesh Links
- NavMeshAgent tank
- setting up / Setting up the tank
- node
- types / Understanding different node types
- success state / Understanding different node types
- failure state / Understanding different node types
- running state / Understanding different node types
- composite node / Defining composite nodes
- decorator node / Understanding decorator nodes
- leaf node / Describing the leaf node
- extending, to selectors / Extending nodes to selectors
P
- Parameter panel
- about / Layers and Parameters
- Search / Layers and Parameters
- Add parameter / Layers and Parameters
- Parameter list / Layers and Parameters
- path
- following / Path following and steering, Following a path
- script / The path script
- follower / Using the path follower
- obstacle, avoiding / Avoiding obstacles, Implementing the avoidance logic
- custom layer, adding / Adding a custom layer
- perspective sense
- about / Giving a little perspective
- player tank
- setting up / Setting up our player tank, Setting up the player tank and aspect
- implementing / Implementing the player tank
R
- rules
- setting up / Setting up the rules
S
- scene
- setting up / Setting up the scene
- Selector task
- about / Behavior trees
- Sense class
- using / Using the Sense class
- sensory systems
- about / Basic sensory systems
- vision / Cone of sight
- spheres, visualizing / Hearing, feeling, and smelling using spheres
- AI, expanding through omniscience / Expanding AI through omniscience
- creativity / Getting creative with sensing
- state machine behaviors
- creating / Creating state machine behaviors
- AnimationController asset, creating / Creating the AnimationController asset
- layers / Layers and Parameters
- Parameter panel / Layers and Parameters
- animation controller inspector / The animation controller inspector
- bringing, into picture / Bringing behaviors into the picture
- state, creating / Creating our very first state
- states, transitioning between / Transitioning between states
T
- target class / The Target class
- touch sense
- about / Touching is believing
- towers
- creating / Creating the towers
- SphereCollider / Creating the towers
- Rigidbody / Creating the towers
- Tower / Creating the towers
- Animator / Creating the towers
- making, shoot / Making the towers shoot
U
- Unity
- AI / Using AI in Unity