© Jared Halpern 2019
Jared HalpernDeveloping 2D Games with Unity https://doi.org/10.1007/978-1-4842-3772-4_8

8. Artificial Intelligence and Slingshots

Jared Halpern1 
(1)
New York, NY, USA
 

This chapter covers a lot but by the end, you’ll have a functioning prototype of a game. We’ll build some interesting features such as a reusable artificial intelligence component with chasing behavior. Our courageous Player also will finally receive her weapon of choice: a slingshot, to defend herself with. You’ll learn a widely used optimization technique in game programming called Object Pooling, as well as put some of that high-school math to use that you never thought you’d need. This chapter also demonstrates the usage of Blend Trees, which are a more efficient ...

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