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

Smoothing a path


When dealing with regular-size vertices on graph, such as grids, it's pretty common to see some kind of robotic movement from the agents in the game. Depending on the type of game we're developing, this could be avoided using path-smoothing techniques, such as the one we're about to learn.

Getting ready

Let's define a new tag in the Unity editor called Wall and assign it to every object in the scene that is intended to work as a wall or obstacle in the navigation.

How to do it…

This is an easy, yet powerful, function:

  1. Define the Smooth function:

    public List<Vertex> Smooth(List<Vertex> path)
    {
        // next steps here
    }
  2. Check whether it is worth computing a new path:

    List<Vertex> newPath = new List<Vertex>();
    if (path.Count == 0)
        return newPath;
    if (path.Count < 3)
        return path;
  3. Implement the loops for traversing the list and building the new path:

    newPath.Add(path[0]);
    int i, j;
    for (i = 0; i < path.Count - 1;)
    {
        for (j = i + 1; j < path.Count...