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Unity AI programming essentials : Use Unity3D, a popular game development ecosystem, to add realistic AI to your games quickly and effortlessly / Curtis Bennett, Dan Violet Sagmiller.

EBSCOhost Academic eBook Collection (North America) Available online

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Ebook Central College Complete Available online

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Format:
Book
Author/Creator:
Bennett, Curtis, author.
Sagmiller, Dan Violet, author.
Series:
Community experience distilled
Language:
English
Subjects (All):
Unity3D.
Video games--Programming.
Video games.
Artificial intelligence.
Three-dimensional display systems.
Physical Description:
1 online resource (162 p.)
Edition:
1st ed.
Place of Publication:
Birmingham, [England] : Packt Publishing, 2014.
Language Note:
English
Summary:
This book is aimed at developers who know the basics of game development with Unity and want to learn how to add AI to their games. You do not need any previous AI knowledge; this book will explain all the essential AI concepts and show you how to add and use them in your games.
Contents:
Cover; Copyright; Credits; Foreword; About the Authors; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Pathfinding; Overview; Quick Path AI; React AI; RAIN AI; Comparing AI solutions; Summary; Chapter 2: Patrolling; Quick Path AI; React AI; RAIN AI; Summary; Chapter 3: Behavior Trees ; Overview of behavior trees; RAIN node types; The behavior tree demo; Summary; Chapter 4: Crowd Chaos; Overview of crowd chaos; React AI; Setting up a scene with React; Building behavior trees in React; Setting up wandering characters with React; RAIN AI
RAIN AI custom wander scriptsPutting NPCs in the RAIN demo; Summary; Chapter 5: Crowd Control; An overview of crowd control; The Fame Crowd Simulation API; Setting up a scene with Fame; Setting up a group; Adding obstacles to Fame; Adding vector fields to Fame; ANT-Op; Summary; Chapter 6: Sensors and Activities; An overview of sensing; Advanced visual sensor settings; Advanced audio sensor settings; Using senses with RAIN; Setting up aspects in RAIN; Setting up a visual sensor in RAIN; Changing activities based on sensing; RAIN sensor filters; Summary; Chapter 7: Adaptation; An overview
RAIN's demoReacting to game events; Using RAIN's motor directly; Adding large game events; The React AI; Summary; Chapter 8: Attacking; Overview of attack AI; The attack demo; The chase and attack demo; Creating cover AI; Group attacks; Summary; Chapter 9: Driving; An overview of driving; Setting up a Smart Car vehicle; The Smart Car AI demo; Setting up a Unity test scene; Using Unity's built-in NavMesh system; Setting up waypoints; Adding obstacles to driving; Additional features; Adding brake zones and drift zones; Integrating with other AI systems; Summary; Chapter 10: Animation and AI
An overview of animationAI animation demo; Configuring RAIN animations; Using the animate node; RAIN and the Mecanim demo; Additional Mecanim nodes; Summary; Chapter 11: Advanced NavMesh Generation; An overview of a navigation mesh; Advanced NavMesh parameters; Culling areas; Multiple navigation meshes; Summary; Index
Notes:
Includes index.
Description based on online resource; title from PDF title page (ebrary, viewed January 12, 2014).
ISBN:
9781783553563
1783553561

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