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Unity 2017 Game AI Programming - Third Edition

You're reading from   Unity 2017 Game AI Programming - Third Edition Leverage the power of Artificial Intelligence to program smart entities for your games

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Product type Paperback
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Length 254 pages
Edition 3rd Edition
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Author (1):
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Raymundo Barrera Raymundo Barrera
Author Profile Icon Raymundo Barrera
Raymundo Barrera
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Table of Contents (10) Chapters Close

Preface 1. The Basics of AI in Games FREE CHAPTER 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Summary

You have now navigated your way to the end of this chapter (pun unapologetically intended). From simple waypoints, to the efficient and fast A* algorithm, to Unity's own powerful and robust NavMesh system, we've added some important and flexible tools to your game-making toolbelt. Not only do these concepts play well with each other, but they also work well with other systems we've already seen in this book, and we'll explore in those next few chapters.

In the next chapter, we'll start to look at how we can create efficient and realistic simulations for groups of agents that need to move in unison. Let's get to it!

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