Unity AI Game Programming Leverage the power of Unity 5 to create stunningly life like AI entities in your games 2nd Edition Ray Barreradownload
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Unity AI Game Programming Leverage the power of
Unity 5 to create stunningly life like AI entities in your
games 2nd Edition Ray Barrera Digital Instant Download
Author(s): Ray Barrera, Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe
ISBN(s): 9781849695305, 1849693404
Edition: 2
File Details: PDF, 3.01 MB
Year: 2015
Language: english
[1]
Unity AI Game Programming
Second Edition
Ray Barrera
Aung Sithu Kyaw
Clifford Peters
Thet Naing Swe
BIRMINGHAM - MUMBAI
Unity AI Game Programming
Second Edition
All rights reserved. No part of this book may be reproduced, stored in a retrieval
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critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy
of the information presented. However, the information contained in this book is
sold without warranty, either express or implied. Neither the authors, nor Packt
Publishing, and its dealers and distributors will be held liable for any damages
caused or alleged to be caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the
companies and products mentioned in this book by the appropriate use of capitals.
However, Packt Publishing cannot guarantee the accuracy of this information.
ISBN 978-1-78528-827-2
www.packtpub.com
Credits
Proofreader
Reviewers
Safis Editing
Mohammedun Bakir Bagasrawala
Adam Boyce
Indexer
Jack Donovan
Monica Ajmera Mehta
Chaima Jemmali
Akshay Sunil Masare Production Coordinator
Arvindkumar Gupta
Commissioning Editor
Kartikey Pandey Cover Work
Arvindkumar Gupta
Acquisition Editors
Manish Nainani
Llewellyn Rozario
Technical Editors
Manal Pednekar
Ankita Thakur
About the Authors
Ray Barrera was a tinker in his childhood. From making mods and custom
maps in games such as StarCraft and Unreal Tournament to developing open
source role-playing games using RPG Maker, he always had a passion for game
development. The passion stayed with him, and after many years as a hobbyist,
he decided to take the plunge into professional development.
In the initial stages of his career, he was fortunate enough to work on educational and
research projects for major contractors in the defense industry, allowing him to blend
his love for games with his innate desire to teach and create interactive experiences.
Since then, he has straddled the line between entertainment and education. Unity
was the logical weapon of choice for him as it gave him the flexibility to create games
and applications and iterate quickly. From being an original member of the Los
Angeles Unity meetup to helping coordinate Unity workshops at local colleges and
high schools, he has been very active in the Unity community. You can follow him on
Twitter at @ray_barrera.
There are too many people to name, but I'd like to thank the team
at Packt Publishing for this exciting opportunity, and of course, my
wonderful friends and family, especially my parents, who always
encouraged me to follow my passion and supported me along
every step of the way. I'd also like to thank the Twistory team for
being such an amazing group of people—Danny, JP, DW, Richard,
the lovely "Purple", and everyone else—whom I was so fortunate
to work with. Thanks to Peter Trennum for the mentorship and
leadership he has provided at this stage in my career. Lastly,
I'd like to thank Gianni, my brother, for all the love and
support over the years.
Aung Sithu Kyaw has been in the technical industry for over a decade. He is
passionate about graphics programming, creating video games, writing, and sharing
knowledge with others. He holds an MSc in digital media technology from the
Nanyang Technological University (NTU), Singapore. Over the last few years, he
has worked in various positions, including research programmer and senior game
programmer. Lastly, he worked as a research associate, which involved implementing
a sensor-based real-time movie system using Unreal Development Kit. In 2011, he
founded a tech start-up, which focuses on interactive media productions and backend
server-side technologies. He is currently based in Myanmar and working on his latest
company's product, a gamified social opinion network for Myanmar.
At Joy Dash, he's responsible for interactive digital media consulting projects,
especially in education, casual games, and augmented reality projects using
Unity 3D as the main development tool. He can be reached via thetnswe@gmail.com.
He currently works at IrisVR, a virtual reality start-up in New York City, and
develops software that allows architects to generate virtual reality experiences from
their CAD models or blueprints. Prior to this company, he worked as part of a small
independent game team with fellow students, and that was when he wrote OUYA
Game Development by Example Beginner's Guide, Packt Publishing.
She has always wanted to share her love for programming through her master's
project, which is a serious game that teaches coding, her internship as an instructor
with iD Tech Camps, and by contributing to the success of this book.
I would like to thank the writers and everyone who worked hard to
help produce this book.
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[i]
Table of Contents
[ ii ]
Table of Contents
Navigation mesh 96
Setting up the map 96
Navigation Static 97
Baking the navigation mesh 98
Using the NavMesh agent 102
Setting a destination 103
The Target class 104
Testing slopes 105
Exploring areas 107
Making sense of Off Mesh Links 109
Using the generated Off Mesh Links 110
Setting the manual Off Mesh Links 111
Summary 113
Chapter 5: Flocks and Crowds 115
Learning the origins of flocks 115
Understanding the concepts behind flocks and crowds 116
Flocking using Unity's samples 118
Mimicking individual behavior 119
Creating the controller 126
Using an alternative implementation 128
Implementing the FlockController 130
Using crowds 135
Implementing a simple crowd simulation 136
Using the CrowdAgent component 138
Adding some fun obstacles 140
Summary 143
Chapter 6: Behavior Trees 145
Learning the basics of behavior trees 145
Understanding different node types 146
Defining composite nodes 147
Understanding decorator nodes 148
Describing the leaf node 149
Evaluating the existing solutions 149
Implementing a basic behavior tree framework 150
Implementing a base Node class 150
Extending nodes to selectors 151
Moving on to sequences 152
Implementing a decorator as an inverter 154
Creating a generic action node 155
[ iii ]
Table of Contents
[ iv ]
Exploring the Variety of Random
Documents with Different Content
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