Librería Portfolio Librería Portfolio

Búsqueda avanzada

TIENE EN SU CESTA DE LA COMPRA

0 productos

en total 0,00 €

UNITY 4.X GAME AI PROGRAMMING
Título:
UNITY 4.X GAME AI PROGRAMMING
Subtítulo:
Autor:
SITHU, A
Editorial:
PACKT
Año de edición:
2013
Materia
PROGRAMACION DE JUEGOS
ISBN:
978-1-84969-340-0
Páginas:
232
55,50 €

 

Sinopsis

A practical guide with step-by-step instructions and example projects to learn Unity3D scripting
Learn pathfinding using A* algorithms as well as Unity3D pro features and navigation graphs
Implement finite state machines (FSMs), path following, and steering algorithms


What you will learn from this book
Building finite state machines (FSMs)
Implementing a sensory system
Applying flocking behavior for a crowd
Executing your own A* pathfinding algorithm in Unity3D
Applying random and probability techniques in a betting game
Using the Unity3D pro feature, navigation graphs, for path finding
Learning about behavior trees and the Behave plugin
Implementing a racing game AI through the final chapter project

In Detail
This book fills the gap between artificial intelligence (AI) books designed to learn underlying AI algorithms and general Unity3D books written to cover basic scene setup and scripting in Unity3D. Game AI Scripting in Unity3D covers implementing AI techniques such as flocking, pathfinding, path following, and behavior trees in Unity3D with example projects.

Game AI Scripting in Unity3D will show you how to apply AI techniques to your Unity3D projects using C# as the scripting language. Unlike other AI books and Unity3D books, this book tries to focus more on the application of AI techniques in the Unity3D engine, with sample projects that demonstrate finite state machines (FSMs), pathfinding, steering, navigation graphs, and behavior trees techniques.

This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, we'll be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then we'll use the Behave plugin to construct behavior trees for intelligent AI character behaviors.

Game AI Scripting in Unity3d covers other AI techniques such as flocking behavior, building a sensory system for taking inputs from the environment and other AI agents, and so on. In the final chapter this book will show you how to build a racing game AI project using Unity3D and applying the techniques described in earlier chapters.



ApproachStep-by-step practical tutorial

Who this book is for
Are you are a programmer with basic knowledge of Unity3D who would like to add AI features to your game? Are you looking for a reference on implementing AI in Unity3D with simple to follow instructions, and lots of sample code and projects? Then this book is for you. You should have some background in C# language as this book will use C# for scripting. However if you know any other language you should be able to follow this book fairly easily.



Chapter 1: Introduction to AI
Artificial Intelligence (AI)
AI in games
AI techniques
Finite State Machines (FSM)
Random and probability in AI
The sensor system
Polling
The messaging system
Flocking, swarming, and herding
Path following and steering
A* pathfinding
A navigation mesh
The behavior trees
Locomotion
Dijkstra´s algorithm
Summary
Up
Chapter 2: Finite State Machines
The player´s tank
The PlayerTankController class
Initialization
Shooting bullet
Controlling the tank
The bullet class
Setting up waypoints
The abstract FSM class
The enemy tank AI
The patrol state
The chase state
The attack state
The dead state
Taking damage
Using an FSM framework
The AdvanceFSM class
The FSMState class
The state classes
The PatrolState class
The NPCTankController class
Summary
Up
Chapter 3: Random and Probability
Random
Random class
Simple random dice game
Definition of probability
Independent and related events
Conditional probability
A loaded dice
Character personalities
FSM with probability
Dynamic AI
Demo slot machine
Random slot machine
Weighted probability
Near miss
Summary
Up
Chapter 4: Implementing Sensors
Basic sensory systems
Scene setup
Player tank and aspect
Player tank
Aspect
AI character
Sense
Perspective
Touch
Testing
Summary
Up
Chapter 5: Flocking
Flocking from Unity´s Island Demo
Individual Behavior
Controller
Alternative implementation
FlockController
Summary
Up
Chapter 6: Path Following and Steering Behaviors
Following a path
Path script
Path follower
Avoiding obstacles
Adding a custom layer
Obstacle avoidance
Summary
Up
Chapter 7: A* Pathfinding
A* algorithm revisit
Implementation
Node
PriorityQueue
GridManager
AStar
TestCode class
Scene setup
Testing
Summary
Up
Chapter 8: Navigation Mesh
Introduction
Setting up the map
Navigation Static
Baking the navigation mesh
Nav Mesh Agent
Updating agents´ destinations
Scene with slope
NavMeshLayers
Off Mesh Links
Generated Off Mesh Links
Manual Off Mesh Links
Summary
Up
Chapter 9: Behavior Trees
Behave plugin
Workflow
Action
Interfacing with the script
Decorator
Behave debugger
Sequence
Exploring Behave results
Selector
Priority selector
Parallel
Reference
The Robots versus Aliens project
Summary
Up
Chapter 10: Putting It All Together
Scene setup
Tags and layers
Vehicles
Player car controller
AI Car Controller
Finite State Machines (FSMs)
Patrol state
Chase state
Attack state
Weapons
Gun
Bullet
Launcher
Missile
Summary