Unity Artificial Intelligence Programming - Fourth Edition
by Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters
Summary
In this chapter, we applied some of the AI techniques that we learned previously to our simple tanks combat game. We'd be able to apply some more techniques in a larger game scope, but in this short chapter, we reused the simple FSM framework that we built in Chapter 2, Finite State Machines, as well as Unity's built-in navigation meshes capabilities.
This example project is a very good starting point for exploring the AI techniques that we introduced in this book. There are many improvements that can be implemented, and I really encourage you to play a bit more with this demo, trying to improve the AI. There are several low-hanging fruit, so, here are my suggestions:
As a first exercise, you can increase the number of states, for ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access