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Unity AI game programming : leverage the power of Unity 5 to create stunningly life-like AI entities in your games / Ray Barrera, Clifford Peters, Aung Sithu Kyaw, Thet Naing Swe.

By: Contributor(s): Material type: TextTextSeries: Community experience distilledPublisher: Birmingham, UK : Packt Publishing, 2015Edition: Second editionDescription: 1 online resource (1 volume) : illustrationsContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9781785289484
  • 1785289489
Subject(s): Genre/Form: Additional physical formats: Print version:: Unity AI Game Programming - Second Edition.DDC classification:
  • 794.81526 23
LOC classification:
  • QA76.76.C672
Online resources:
Contents:
Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Basics of AI in Games; Creating the illusion of life; Leveling up your game with AI; Using AI in Unity; Defining the agent; Finite State Machines; Seeing the world through our agent's eyes; Path following and steering; Using A* Pathfinding; Using navigation mesh; Flocking and crowd dynamics; Behavior trees; Thinking with fuzzy logic; Summary; Chapter 2: Finite State Machines and You; Finding uses for FSMs; Creating state machine behaviors.
Creating the AnimationController assetLayers and Parameters; The animation controller inspector; Bringing behaviors into the picture; Creating our very first state; Transitioning between states; Setting up our player tank; Creating the enemy tank; Choosing transitions; Making the cogs turn; Setting conditions; Driving parameters via code; Making our enemy tank move; Testing; Summary; Chapter 3: Implementing Sensors; Basic sensory systems; Cone of sight; Hearing, feeling, and smelling using spheres; Expanding AI through omniscience; Getting creative with sensing; Setting up the scene.
Setting up the player tank and aspectImplementing the player tank; Implementing the Aspect class; Creating an AI character; Using the Sense class; Giving a little perspective; Touching is believing; Testing the results; Summary; Chapter 4: Finding Your Way; Following a path; The path script; Using the path follower; Avoiding obstacles; Adding a custom layer; Implementing the avoidance logic; A* Pathfinding; Revisiting the A* algorithm; Implementation; Implementing the Node class; Establishing the priority queue; Setting up our grid manager; Diving into our A* implementation.
Implementing a Test Code classSetting up our sample scene; Testing all the components; Navigation mesh; Setting up the map; Navigation Static; Baking the navigation mesh; Using the NavMesh agent; Setting a destination; The Target class; Testing slopes; Exploring areas; Making sense of Off Mesh Links; Using the generated Off Mesh Links; Setting the manual Off Mesh Links; Summary; Chapter 5: Flocks and Crowds; Learning the origins of flocks; Understanding the concepts behind flocks and crowds; Flocking using Unity's samples; Mimicking individual behavior; Creating the controller.
Using an alternative implementationImplementing the FlockController; Using crowds; Implementing a simple crowd simulation; Using the CrowdAgent component; Adding some fun obstacles; Summary; Chapter 6: Behavior Trees; Learning the basics of behavior trees; Understanding different node types; Defining composite nodes; Understanding decorator nodes; Describing the leaf node; Evaluating the existing solutions; Implementing a basic behavior tree framework; Implementing a base Node class; Extending nodes to selectors; Moving on to sequences; Implementing a decorator as an inverter.
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Online resource; title from cover page (Safari, viewed November 4, 2015).

Includes index.

Cover; Copyright; Credits; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: The Basics of AI in Games; Creating the illusion of life; Leveling up your game with AI; Using AI in Unity; Defining the agent; Finite State Machines; Seeing the world through our agent's eyes; Path following and steering; Using A* Pathfinding; Using navigation mesh; Flocking and crowd dynamics; Behavior trees; Thinking with fuzzy logic; Summary; Chapter 2: Finite State Machines and You; Finding uses for FSMs; Creating state machine behaviors.

Creating the AnimationController assetLayers and Parameters; The animation controller inspector; Bringing behaviors into the picture; Creating our very first state; Transitioning between states; Setting up our player tank; Creating the enemy tank; Choosing transitions; Making the cogs turn; Setting conditions; Driving parameters via code; Making our enemy tank move; Testing; Summary; Chapter 3: Implementing Sensors; Basic sensory systems; Cone of sight; Hearing, feeling, and smelling using spheres; Expanding AI through omniscience; Getting creative with sensing; Setting up the scene.

Setting up the player tank and aspectImplementing the player tank; Implementing the Aspect class; Creating an AI character; Using the Sense class; Giving a little perspective; Touching is believing; Testing the results; Summary; Chapter 4: Finding Your Way; Following a path; The path script; Using the path follower; Avoiding obstacles; Adding a custom layer; Implementing the avoidance logic; A* Pathfinding; Revisiting the A* algorithm; Implementation; Implementing the Node class; Establishing the priority queue; Setting up our grid manager; Diving into our A* implementation.

Implementing a Test Code classSetting up our sample scene; Testing all the components; Navigation mesh; Setting up the map; Navigation Static; Baking the navigation mesh; Using the NavMesh agent; Setting a destination; The Target class; Testing slopes; Exploring areas; Making sense of Off Mesh Links; Using the generated Off Mesh Links; Setting the manual Off Mesh Links; Summary; Chapter 5: Flocks and Crowds; Learning the origins of flocks; Understanding the concepts behind flocks and crowds; Flocking using Unity's samples; Mimicking individual behavior; Creating the controller.

Using an alternative implementationImplementing the FlockController; Using crowds; Implementing a simple crowd simulation; Using the CrowdAgent component; Adding some fun obstacles; Summary; Chapter 6: Behavior Trees; Learning the basics of behavior trees; Understanding different node types; Defining composite nodes; Understanding decorator nodes; Describing the leaf node; Evaluating the existing solutions; Implementing a basic behavior tree framework; Implementing a base Node class; Extending nodes to selectors; Moving on to sequences; Implementing a decorator as an inverter.

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