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 mazes procedurally


This is a completely new recipe oriented toward having fun while creating maps and levels procedurally. The main recipe works by creating a maze completely procedurally. Furthermore, we will explore a gray area, where both level design and procedurally generated content meet.

Getting ready

In this recipe, it is important to understand the concepts of Binary Space Partitioning and the Breadth-first Search algorithm learned in Chapter 2, Navigation.

How to do it…

We will implement two classes, one for the nodes to be partitioned and one for holding all the nodes and the maze representation, as follows:

  1. Create the BSPNode class and its members:

    using UnityEngine;
    
    [System.Serializable]
    public class BSPNode
    {
        public Rect rect;
        public BSPNode nodeA;
        public BSPNode nodeB;
    }
  2. Implement the class constructor:

    public BSPNode(Rect rect)
    {
        this.rect = rect;
        nodeA = null;
        nodeB = null;
    }
  3. Define the function for splitting the node into two subregions:

    public void...