Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Save more on your purchases now! discount-offer-chevron-icon
Savings automatically calculated. No voucher code required.
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Conferences
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Unity Artificial Intelligence Programming

You're reading from   Unity Artificial Intelligence Programming Add powerful, believable, and fun AI entities in your game with the power of Unity 2018!

Arrow left icon
Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789533910
Length 246 pages
Edition 4th Edition
Languages
Tools
Arrow right icon
Authors (3):
Arrow left icon
Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Clifford Peters Clifford Peters
Author Profile Icon Clifford Peters
Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
Arrow right icon
View More author details
Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to AI FREE CHAPTER 2. Finite State Machines 3. Randomness and Probability 4. Implementing Sensors 5. Flocking 6. Path-Following and Steering Behaviors 7. A* Pathfinding 8. Navigation Mesh 9. Behavior Trees 10. Machine Learning in Unity 11. Putting It All Together 12. Other Books You May Enjoy

Basic flocking behavior

As we said in the introduction to this chapter, we can describe a flocking behavior by using just three intuitive rules:

  • Separation: Also called short-range repulsion, this instructs each boid to maintain a minimum distance with neighboring boids to avoid collisions. You can imagine this rule as a force that pushes the boid away from the others.
  • Alignment: According to this rule, each boid tends to move in the same direction as the flock (measured as the average direction of all the individual boids).
  • Cohesion: Also called long-range attraction, this instructs each boid to move toward the center of mass of the flock (measured by averaging the position of each boid in the flock). You can imagine this rule as a force that pushes the boid toward the center of the flock.

In this section, we'll create our scene with flocks of objects, and will implement...

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime