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Practical Game AI Programming

You're reading from   Practical Game AI Programming Unleash the power of Artificial Intelligence to your game

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Product type Paperback
Published in Jun 2017
Publisher Packt
ISBN-13 9781787122819
Length 348 pages
Edition 1st Edition
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Author (1):
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Micael DaGraça Micael DaGraça
Author Profile Icon Micael DaGraça
Micael DaGraça
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Navigation Behavior and Pathfinding

In this chapter, we'll be explaining in detail how the AI character moves around and understands where he can go and where he cannot. For different types of games, there are different solutions and we'll be addressing those solutions in this chapter, exploring common methods that can be used to develop a character that can move correctly on the map. Also we want our character to calculate the best trajectory to arrive at a certain destination, avoiding obstacles and accomplishing goals while doing it. We will introduce how to create a simple navigation behavior, then we will move on to a point to point movement and finally explore in depth how to create a more complex point to point movement (RTS/RPG system).

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