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Unity 4.x Game AI Programming电子书

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67人正在读 | 0人评论 9.8

作       者:Aung Sithu Kyaw

出  版  社:Packt Publishing

出版时间:2013-07-23

字       数:100.8万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Step-by-step practical tutorialAre you are a programmer with basic knowledge of Unity3D who would like to add AI features to your gameAre you looking for a reference on implementing AI in Unity3D with simple to follow instructions, and lots of sample code and projectsThen this book is for you. You should have some background in C# language as this book will use C# for *ing. However if you know any other language you should be able to follow this book fairly easily.
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Unity 4.x Game AI Programming

Table of Contents

Unity 4.x Game AI Programming

Credits

About the Authors

About the Reviewer

www.PacktPub.com

Support files, eBooks, discount offers and more

Why Subscribe?

Free Access for Packt account holders

Preface

What this book covers

What you need for this book

Who this book is for

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Introduction to AI

Artificial Intelligence (AI)

AI in games

AI techniques

Finite State Machines (FSM)

Random and probability in AI

The sensor system

Polling

The messaging system

Flocking, swarming, and herding

Path following and steering

A* pathfinding

A navigation mesh

The behavior trees

Locomotion

Dijkstra's algorithm

Summary

2. Finite State Machines

The player's tank

The PlayerTankController class

Initialization

Shooting bullet

Controlling the tank

The bullet class

Setting up waypoints

The abstract FSM class

The enemy tank AI

The patrol state

The chase state

The attack state

The dead state

Taking damage

Using an FSM framework

The AdvanceFSM class

The FSMState class

The state classes

The PatrolState class

The NPCTankController class

Summary

3. Random and Probability

Random

Random class

Simple random dice game

Definition of probability

Independent and related events

Conditional probability

A loaded dice

Character personalities

FSM with probability

Dynamic AI

Demo slot machine

Random slot machine

Weighted probability

Near miss

Summary

4. Implementing Sensors

Basic sensory systems

Scene setup

Player tank and aspect

Player tank

Aspect

AI character

Sense

Perspective

Touch

Testing

Summary

5. Flocking

Flocking from Unity's Island Demo

Individual Behavior

Controller

Alternative implementation

FlockController

Summary

6. Path Following and Steering Behaviors

Following a path

Path script

Path follower

Avoiding obstacles

Adding a custom layer

Obstacle avoidance

Summary

7. A* Pathfinding

A* algorithm revisit

Implementation

Node

PriorityQueue

GridManager

AStar

TestCode class

Scene setup

Testing

Summary

8. Navigation Mesh

Introduction

Setting up the map

Navigation Static

Baking the navigation mesh

Nav Mesh Agent

Updating agents' destinations

The Target.cs class

Scene with slope

NavMeshLayers

Off Mesh Links

Generated Off Mesh Links

Manual Off Mesh Links

Summary

9. Behavior Trees

Behave plugin

Workflow

Action

Interfacing with the script

Decorator

Behave debugger

Sequence

Exploring Behave results

Selector

Priority selector

Parallel

Reference

The Robots versus Aliens project

Summary

10. Putting It All Together

Scene setup

Tags and layers

Vehicles

Player car controller

AI Car Controller

Finite State Machines (FSMs)

Patrol state

Chase state

Attack state

Weapons

Gun

Bullet

Launcher

Missile

Summary

Index

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