There
are many assets available for Unity that implement Artificial Intelligence
(AI). Simple AIs can also be created by coding
a state machine. Unity also provides Navigation Meshes which help with developing
pathfinding AIs. “Unity AI Programming Essentials” by Curtis Bennett and Dan Violet
Sagmiller covers 6 different AI’s that are available in Unity’s asset
store. Each of the following AI
solutions are presented in the form of a project that you can download from
Packt Publishing’s website.
Quick Path AI by Alkehine Games is
available for $10 at Unity’s asset store. Its main focus is on pathfinding. The
manual and a demo are available on Alkehine Games’ website at http://alekhinegames.com/. This solution
is covered in Chapter one in the book and is great for beginners.
React AI is by Different Methods
and is available for $45 at the asset store.
This asset provides a way of building behavior trees that make use of
Mecanim animation and allow you to code items such as chain-of-command AIs and
NPC behavior. The book discusses how to
use React in chapters one, four and seven.
If you enjoy coding and want to use an AI for behavior trees than this
is a great choice. For more information on React visit their website at http://www.differentmethods.com/.
Smart Car AI is by Bonecracker
Games and is available for $10 on the asset store. All of chapter 9 is dedicated to using this
AI and creating a car game demo. Smart
Car allows you to set all different sorts of properties for cars. The book
provides a lot of information on modifying and using this AI. You can find more
information on Smart Car AI at Bonecracker Games’ website at http://bugra381.wix.com/bonecrackergames.
In chapter 5 crowd control APIs are
discussed. Crowd Simulation API by TechBizAccelerator is available for $45 on
the asset store. Their website is http://www.tbx.com.sg/crowdsapi/. ANT-Op by Gray Lake Studios is available for
$75 in the asset store. Their website is
http://graylakestudios.com/. Both
solutions provide ways of controlling groups and defining behavior in your
games. These are very specific behavior
AI and the chapter provides a good overview of them.
The bulk of the book covers the
RAIN AI by Rival Theory which is available for free on the asset store. Their website is http://rivaltheory.com/rain/ and
provides excellent documentation and examples.
“Unity AI Programming Essentials”
provides great information on RAIN and shows you how to set-up several
different AI situations that you will come across in the creation of your
games. Behavior trees, attacking
situations and advanced navigation meshes are all discussed and explanations
are provided on how to set-up RAIN in these situations.
“Unity AI Programming Essentials” is a wonderful book on implementing
artificial intelligence in games created with Unity. Very little explanation is provided on AI’s
in general; but for the specific situation of programming in Unity this book is
great. Here is the link to the book at Packt Publishing.
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