Thet Naing: Unity 4.x Game AI Programming
✍ Scribed by Kyaw, Aung Sithu; Peters, Clifford; Swe, Thet Naing
- Book ID
- 108649700
- Year
- 2014
- Tongue
- English
- Weight
- 2 MB
- Category
- Fiction
- ISBN-13
- 9781849693400
No coin nor oath required. For personal study only.
✦ Synopsis
Learn and implement game AI in Unity3D with a lot of sample projects and next-generation techniques to use in your Unity3D projects
Overview
- A practical guide with step-by-step instructions and example projects to learn Unity3D scripting
- Learn pathfinding using A* algorithms as well as Unity3D pro features and navigation graphs.
- Implement finite state machines (FSMs), path following, and steering algorithms.
In Detail
This book fills the gap between artificial intelligence (AI) books designed to learn underlying AI algorithms and general Unity3D books written to cover basic scene setup and scripting in Unity3D. Game AI Scripting in Unity3D covers implementing AI techniques such as flocking, pathfinding, path following, and behavior trees in Unity3D with example projects.
Game AI Scripting in Unity3D will show you how to apply AI techniques to your Unity3D projects using C# as the scripting language. Unlike other AI books and Unity3D books, this book tries to focus more on the application of AI techniques in the Unity3D engine, with sample projects that demonstrate finite state machines (FSMs), pathfinding, steering, navigation graphs, and behavior trees techniques.
This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, well be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then well use the Behave plugin to construct behavior trees for intelligent AI character behaviors.
Game AI Scripting in Unity3d covers other AI techniques such as flocking behavior, building a sensory system for taking inputs from the environment and other AI agents, and so on. In the final chapter this book will show you how to build a racing game AI project using Unity3D and applying the techniques described in earlier chapters.
What you will learn from this book
- Building finite state machines (FSMs)
- Implementing a sensory system
- Applying flocking behavior for a crowd
- Executing your own A* pathfinding algorithm in Unity3D
- Applying random and probability techniques in a betting game
- Using the Unity3D pro feature, navigation graphs, for path finding
- Learning about behavior trees and the Behave plugin
- Implementing a racing game AI through the final chapter project
Approach
Step-by-step practical tutorial
Who this book is written for
Are you are a programmer with basic knowledge of Unity3D who would like to add AI features to your game? Are you looking for a reference on implementing AI in Unity3D with simple to follow instructions, and lots of sample code and projects? Then this book is for you. You should have some background in C# language as this book will use C# for scripting. However if you know any other language you should be able to follow this book fairly easily.
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About the Author
Aung Sithu Kyaw
Aung Sithu Kyaw is originally from Myanmar, (Burma) and has over seven years of experience in the software industry. His main interests include game-play programming, startups, entrepreneurship, writing, and sharing knowledge. He holds a Master of Science degree from Nanyang Technological University (NTU), Singapore, majoring in Digital Media Technology. Over the past few years, he has worked as a Research Programmer at INSEAD, Sr. Game Programmer at Playware Studios Asia, Singapore, and lastly as a Research Associate at NTU. In 2011, Aung co-founded Rival Edge Pte Ltd., a Singapore-based interactive digital media company that provides a technical consultancy service to creative agencies and also produces social mobile games. Visit http://rivaledge.sg for more information. Aung is the co-author of Irrlicht 1.7 Realtime 3D Engine Beginner's Guide, Packt Publishing, and is also a visiting lecturer at NTU conducting workshops on game design and development using Unity3D.He can be followed on Twitter @aungsithu and by using his LinkedIn profile linkedin.com/in/aungsithu.
Clifford Peters
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Clifford Peters is a programmer and a computer scientist. He has reviewed the following Packt Publishing books: Unity Game Development Essentials, Unity 3D Game Development by Example Beginner's Guide, Unity 3 Game Development Hotshot, Unity 3.x Game Development by Example Beginner's Guide, Unity iOS Game Development Beginner's Guide, and Unity iOS Essentials.
Thet Naing Swep
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Thet Naing Swe is the co-founder and Chief Creative Director of Rival Edge Pte Ltd., based in Singapore. He graduated from the University of Central Lancashire where he majored in Game Design and Development and started his career as a game programmer at the UK-based Code Monkeys studios. He relocated to Singapore in 2010 and worked as a graphics programmer at Nanyang Technological University (NTU) on a cinematic research project together with Aung. Currently at Rival Edge, he's responsible for interactive digital media consulting projects mainly using Unity3D as well as making social mobile games for a casual audience. He can be reached via [email protected].