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Unity 4.x Game AI Programming by Thet Naing Swe, Aung Sithu Kyaw, Clifford Peters

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Chapter 10. Putting It All Together

Over the previous nine chapters, we looked at various AI techniques and built some simple demo applications using Unity3D. This is the final chapter in our book and we'll apply some of those techniques in a better game example. The techniques we'll be using in this chapter include pathfinding, finite-state machines (FSMs) and flocking behavior together with some other generic game features, such as building classes for weapons and ammos. So unlike the other chapters this one should be a bit more fun. First we will create the car. Then we will give it some AI. After that we will outfit our cars with weapons for battle. Let's get started.

In this chapter, we'll be building a simple vehicular combat game inspired ...

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