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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

Following a path

Before diving into A*, which is a procedural approach to pathfinding, we'll implement a more rudimentary waypoint-based system. While more advanced techniques, such as the aforementioned A* method or Unity's NavMesh, will often be the preferred method for pathfinding, looking at a simpler, more pure version will help set the foundation for understanding more complex pathfinding approaches. Not only that, but there are many scenarios in which a waypoint-based system will be more than enough, and will allow more fine-tuned control over your AI agent's behavior.

In this example, we'll create a path, which is made up of individual waypoints. For our purposes, a waypoint is simply a point in space with an X, Y, and Z value; we can simply use a Vector3 to represent this data. By making a serialized array of Vector3 in our script, we'll be able...

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