The Beginner’s Guide To Artificial Intelligence In Unity

Download The Beginner’s Guide To Artificial Intelligence In Unity Free. 

A practical guide to programming non-player characters for games.
The Beginner’s Guide to Artificial Intelligence in Unity Download
What you’ll learn
Design and program NPCs with C# in Unity
Explain how AI is applied in computer games
Implement AI related Unity Asset plugins into existing projects
Work with a variety of AI techniques for developing navigation and decision making abilities in NPCs
Requirements
You should be familiar with C# and the Unity Game Development Engine.
Do your non-player characters lack drive and ambition?  Are they slow, stupid and constantly banging their heads against the wall?  Then this course is for you.  Join Penny as she explains, demonstrates and assists you to create your very own NPCs in Unity with C#. All you need is a sound knowledge of Unity, C# and the ability to add two numbers together.
In this course, Penny reveals the most popular AI techniques used for creating believable character behaviour in games using her internationally acclaimed teaching style and knowledge from over 25 years working with games, graphics and having written two award-winning books on games AI. Through-out you will follow along with hands-on workshops designed to teach you about the fundamental AI techniques used in today’s games.  You’ll join in as NPCs are programmed to chase, patrol, shoot, race, crowd and much more.

Learn how to program and work with:
vectors;
waypoints;
navmeshes;
the A* algorithm;
crowds;
flocks;
animated characters, and
vehicles.
Contents and Overview

The course begins with a detailed examination of vector mathematics that sits at the very heart of programming the movement of NPCs. This leads to an investigation of graph theory and the A* algorithm before we apply these principles to developing navmeshes and developing NPCs who can find their way around a game environment.

Before an aquarium is programmed complete with autonomous schooling fish, crowds of people will be examined from the recreation of sidewalk traffic to groups of people fleeing from danger. Having examined the different ways to move NPCs around in a game environment their thinking abilities will be discussed with full explanations and more hands-on workshops in finite state machines and behaviour trees.

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