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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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Toc

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

Using the Reynolds algorithm

Without further ado, let's dive into the Reynolds flocking algorithm. There are two main scripts for our flocking implementation: Boid.cs and FlockController.cs. The sample code for this chapter provides a scene with all the necessary setup for testing. You'll also notice a third script named TargetMovement.cs, which we use to move a target that our flock will follow around the scene.

For our boid, we can use a simple cube as a prefab. Of course, feel free to replace the cube with any art you want. Let's add the Boid.cs script to our boid prefab. The code looks like this:

using UnityEngine;

public class Boid : MonoBehaviour
{
[SerializeField]
private FlockController flockController;

//The modified direction for the boid.
private Vector3 targetDirection;
//The Boid's current direction.
private Vector3 direction...
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