![]() ![]() This chapter will give you a little background on AI in academics, traditional domains, and game-specific applications. Our goal will be to demystify the subject by breaking down the use of AI into relatable, applicable solutions, and to provide accessible examples that illustrate the concepts in the ways that cut through the noise and go straight for the core ideas. The uses for it are diverse, ranging from robotics, to statistics, to (more relevantly to us) entertainment, and more specifically, video games. Next you will learn adding layer of realism by combining fuzzy logic concepts with state machines. Then moving on you will learn how a behavior tree works and its implementation. ![]() Then you will learn how to implement simple flocks and crowds dynamics, the key AI concepts. Next you will be taught how to use Unitys built-in NavMesh feature and implement your own A pathfinding system. This will be followed by learning how to implement a basic sensory system for your AI agent and coupling it with a finite state machine (FSM). Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5.Īlong the way, several tips and tricks are included to make the development of your own AI easier and more efficient. ![]()
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