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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

In this chapter, we learned how to implement a flocking behavior system. We implemented it using custom direction vectors to control the boids' movement that we calculated by applying Craig Reynolds' three main flocking concepts—alignment, coherence, and separation. We then applied our flocking behavior to the flying objects, but you can apply the techniques in these examples to implement other character behaviors, such as fish shoaling, insects swarming, or land animals herding. You'll only have to implement different leader movement behaviors, such as limiting movement along the y axis for characters that can't move up and down. For a 2D game, we would just freeze the y position. For 2D movement along uneven terrain, we would have to modify our script to not put any forces in the y direction.

We also took a look at crowd simulation and even...

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