So, we've reached the end. In this chapter, we took a few of the concepts covered in the book and applied them to create a small tank-defense game. We built upon the concept of finite state machines, which we originally covered in Chapter 2, Finite State Machines and You, and created an artificial intelligence to drive our enemy towers' behavior. We then enhanced the behavior by combining it with sensing and perception, and finally we implemented navigation via Unity's NavMesh feature to help our tank AI navigate through our maze-like level, through a gauntlet of autonomous AI towers with one thing on their simple AI minds: destroy!
As we conclude this book, take a moment and pat yourself on the back! We've covered a lot of ground, and covered a lot of topics. You've now learned about state machines, behavior trees, A*, fuzzy logic, and so much...