Limit search to available items
Book Cover
E-book
Author Bennett, Curtis, author

Title Unity AI programming essentials / Curtis Bennett, Dan Violet Sagmiller ; forward by Bill Klein
Published Birmingham, UK : Packt Publishing, 2014

Copies

Description 1 online resource (1 volume) : illustrations
Series Community experience distilled
Community experience distilled.
Contents Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Pathfinding; Overview; Quick Path AI; React AI; RAIN AI; Comparing AI solutions; Summary; Chapter 2: Patrolling; Quick Path AI; React AI; RAIN AI; Summary; Chapter 3: Behavior Trees ; Overview of behavior trees; RAIN node types; The behavior tree demo; Summary; Chapter 4: Crowd Chaos; Overview of crowd chaos; React AI; Setting up a scene with React; Building behavior trees in React; Setting up wandering characters with React; RAIN AI
RAIN AI custom wander scriptsPutting NPCs in the RAIN demo; Summary; Chapter 5: Crowd Control; An overview of crowd control; The Fame Crowd Simulation API; Setting up a scene with Fame; Setting up a group; Adding obstacles to Fame; Adding vector fields to Fame; ANT-Op; Summary; Chapter 6: Sensors and Activities; An overview of sensing; Advanced visual sensor settings; Advanced audio sensor settings; Using senses with RAIN; Setting up aspects in RAIN; Setting up a visual sensor in RAIN; Changing activities based on sensing; RAIN sensor filters; Summary; Chapter 7: Adaptation; An overview
RAIN's demoReacting to game events; Using RAIN's motor directly; Adding large game events; The React AI; Summary; Chapter 8: Attacking; Overview of attack AI; The attack demo; The chase and attack demo; Creating cover AI; Group attacks; Summary; Chapter 9: Driving; An overview of driving; Setting up a Smart Car vehicle; The Smart Car AI demo; Setting up a Unity test scene; Using Unity's built-in NavMesh system; Setting up waypoints; Adding obstacles to driving; Additional features; Adding brake zones and drift zones; Integrating with other AI systems; Summary; Chapter 10: Animation and AI
An overview of animationAI animation demo; Configuring RAIN animations; Using the animate node; RAIN and the Mecanim demo; Additional Mecanim nodes; Summary; Chapter 11: Advanced NavMesh Generation; An overview of a navigation mesh; Advanced NavMesh parameters; Culling areas; Multiple navigation meshes; Summary; Index
Summary Unity is a powerful cross-platform game creation system that includes a game engine and integrated development environment (IDE). AI programming in Unity is a key task for any game developer as it gives you the ability to make computer characters think and behave like a living organism. This book focuses on the different AI tasks that are essential for game development using Unity. It includes topics such as defining "minds" for your characters with behavior trees. Furthermore, it covers more specialized AI tasks such as how to implement AI crowds and how to create driving AI for vehicles. We have a section dedicated to NavMesh, one of the most important aspects of pathfinding, that will show you how to customize the mesh generation to handle different use cases for different characters. This is a practical book as it uses several popular Unity plugins such as RAIN and React AI to accomplish different AI tasks
Notes "Use Unity3D, a popular game development ecosystem, to add relaistic AI to your games quickly and effortlessly."
Includes index
English
Online resource; title from cover (Safari, viewed Janurary 21, 2014)
SUBJECT Unity3D
Subject Three-dimensional imaging.
Computer animation.
Digital computer simulation.
Artificial intelligence.
Imaging, Three-Dimensional
Computer Simulation
Artificial Intelligence
three-dimensional.
computer animation.
simulation.
artificial intelligence.
GAMES -- Board.
Artificial intelligence
Computer animation
Digital computer simulation
Three-dimensional imaging
Form Electronic book
Author Sagmiller, Dan Violet, author
ISBN 9781783553563
1783553561