Unity 4.x Game AI Programming - Kyaw Sithu, Clifford Peters, Thet Naing Swe

Unity 4.x Game AI Programming

Buch | Softcover
232 Seiten
2013
Packt Publishing Limited (Verlag)
978-1-84969-340-0 (ISBN)
44,70 inkl. MwSt
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Step-by-step practical tutorialAre 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.

Mr. Aung Sithu Kyaw is originally from Myanmar (Burma). He has been a developer in software development industry for over seven years and has a great passion in graphics programming, creating video games, writing and sharing knowledge with others. He holds a Master of Science from Nanyang Technological University (NTU), Singapore majoring in Digital Media Technology. Over the past years he had worked as Research Programmer at INSEAD, Sr. Game Programmer at Playware Studios Asia, Singapore and lastly Research Associate at NTU which involves implementing sensor based real-time movie system based on Unreal Development Kit.Aung is currently the CEO of Rival Edge Pte Ltd, Singapore which he founded in 2011 with two other co-founders. The company focuses in interactive digital media industry with two primary operations: back-end technology development and contents production. The company's flagship product is a cross-platform social game API which is currently in beta stage, more information at http://rivaledge.sg.He can be followed on twitter @aungsithu and LinkedIn profile linkedin.com/in/aungsithu. Clifford Peters is a programmer and a computer scientist.He has reviewed the following Packt Publishing books: Unity Game Development Essentials,Unity 3D Game Development by Example Beginner's Guide,Unity 3 Game Development Hotshot,Unity 3.x Game Development by Example Beginner's Guide, Unity iOS Game Development Beginner's Guide, and Unity iOS Essentials. Thet Naing Swe is the co-founder and Chief Creative Director of Rival Edge Pte Ltd.,based in Singapore. He graduated from the University of Central Lancashire where he majored in Game Design and Development and started his career as a game programmer at the UK-based Code Monkeys studios. He relocated to Singapore in 2010 and worked as a graphics programmer at Nanyang Technological University (NTU) on a cinematic research project together with Aung.Currently at Rival Edge,he's responsible for interactive digital media consulting projects mainly using Unity3D as well as making social mobile games for a casual audience.He can be reached via thetnswe@rivaledge.sg.

Table of Contents Preface Chapter 1: Introduction to AI Chapter 2: Finite State Machines Chapter 3: Random and Probability Chapter 4: Implementing Sensors Chapter 5: Flocking Chapter 6: Path Following and Steering Behaviors Chapter 7: A* Pathfinding Chapter 8: Navigation Mesh Chapter 9: Behavior Trees Chapter 10: Putting It All Together Index Preface Up 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

Verlagsort Birmingham
Sprache englisch
Maße 191 x 235 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-84969-340-4 / 1849693404
ISBN-13 978-1-84969-340-0 / 9781849693400
Zustand Neuware
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