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Unity 2017 Game AI Programming - Third Edition - Third Edition

You're reading from  Unity 2017 Game AI Programming - Third Edition - Third Edition

Product type Book
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Pages 254 pages
Edition 3rd Edition
Languages

Table of Contents (10) Chapters

Preface 1. The Basics of AI in Games 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

A* Pathfinding

Next up, we'll implement the A* algorithm in a Unity environment using C#. The A* Pathfinding algorithm is widely used in games and interactive applications even though there are other algorithms, such as Dijkstra's algorithm, because of its simplicity and effectiveness. We've briefly covered this algorithm previously, in Chapter 1, The Basics of AI in Games, but let's review the algorithm again from an implementation perspective.

Revisiting the A* algorithm

We briefly touched on the A* algorithm earlier in the book, so let's review the basics before we dive into our implementation. For starters, we need to create a grid-based representation of our map. The best option for this is a...

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