Artificial Intelligence in Unreal Engine 5 - Marco Secchi

Artificial Intelligence in Unreal Engine 5

Unleash the power of AI for next-gen game development with UE5 by using Blueprints and C++

(Autor)

Buch | Softcover
2024
Packt Publishing Limited (Verlag)
978-1-83620-585-2 (ISBN)
37,40 inkl. MwSt
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Tap into the cutting-edge artificial intelligence features of Unreal Engine 5 and unlock their potential to craft captivating and engaging experiences in your games and applications

Key Features

Adopt AI techniques for developing immersive gameplay experiences
Learn how to use the Unreal Engine gameplay framework system with C++ and Blueprints
Plan and develop AI behaviors carefully from start to finish
Purchase of the print or Kindle book includes a free PDF eBook

Book DescriptionHave you ever wondered how to create engaging gameplay experiences that involve formidable AI opponents, capable of challenging and pushing players to their limits? If the answer is yes, then get ready to enter the realm of AI creation with Unreal Engine 5.
Within the pages of this book, you’ll find the secrets of Unreal Engine's cutting-edge AI framework. With this newfound knowledge, you’ll be able to create immersive and dynamic gaming experiences. This step-by-step guide will teach you the art of crafting intelligent and responsive virtual opponents that challenge and engage players on a whole new level. As you follow along with practical examples, the book will guide you through the creation of fully functional AI systems. You’ll be able to harness the power of Behavior Trees, NavMesh systems, and sensory perception models, breathing life into your virtual characters.
By the end of this book, you’ll be equipped with the knowledge you need to unleash the full potential of AI in Unreal Engine. Get ready to revolutionize your gaming creations and captivate players with AI-driven wonders that push the boundaries of what's possible!What you will learn

Discover the basics of AI development in video games
Gain a deep understanding of the main actors in the Unreal Engine AI framework
Design and develop engaging AI actors for a game
Create dynamic and immersive AI experiences with Behavior Trees, navigation systems, MassEntity, and other AI features
Debug AI systems using dedicated Unreal Engine debugging tools
Extend the AI system with custom nodes and functions
Understand how to cope with the AI system by employing Blueprints and/or C++
Create games that focus on tactics, motion, and more

Who this book is forThis book is for game programmers, as well as Unreal Engine developers with little to no knowledge of AI systems in video games, who want to explore this topic in depth. Developers who are proficient in other game engines and are interested in understanding the principles of the Unreal AI framework will also benefit from this book. You’ll need basic knowledge of Unreal Engine and C++ and a strong passion for game development to get the most out of this book.

Marco Secchi is a freelance game developer who graduated in Computer Engineering at the Polytechnic University of Milan. He is a lecturer and Lead Game Advisor at NABA (Nuova Accademia di Belle Arti) where he also mentors BA students in their final thesis projects. In his spare time, he reads a lot, plays video games (less than he would like), and tries to practice Crossfit.

Table of Contents

Getting Started with AI Game Development
Introducing the Unreal Engine AI System
Presenting the Unreal Engine Navigation System
Setting Up a Navigation Mesh
Improving Agent Navigation
Optimizing the Navigation System
Introducing Behavior Trees
Setting Up a Behavior Tree
Extending Behavior Trees
Improving Agents with the Perception System
Understanding the Environment Query System
Using Hierarchical State Machines with State Trees
Implementing Data-Oriented Calculations with Mass
Implementing Interactable Elements with Smart Objects
Appendix A

Erscheinungsdatum
Verlagsort Birmingham
Sprache englisch
Maße 191 x 235 mm
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Mathematik / Informatik Informatik Programmiersprachen / -werkzeuge
Informatik Software Entwicklung Spieleprogrammierung
ISBN-10 1-83620-585-6 / 1836205856
ISBN-13 978-1-83620-585-2 / 9781836205852
Zustand Neuware
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