Release date:2020, June 2

Author:Penny de Bill

Skill level:Beginner

Language:English

Exercise files:Yes

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 in creating 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. Throughout, 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

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. Following this, systems of waypoints will be used to move characters around in an environment before examining the Unity waypoint system for car racing with AI controlled cars. This leads into 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 differing ways to move NPCs around in a game environment, their thinking abilities will be discussed with full explanations and more hands-on workshops using finite state machines and behaviour trees.

The follow-along workshops included in the course come with starter Unity asset files and projects complete with solutions. Throughout, there are also quizzes and challenge exercises to reinforce your learning and guide you to express your newfound knowledge.

At the completion of this course you will have gained a broad understanding of what AI is in games, how it works and how you can use it in your own projects. It will equip you with a toolset to examine any of the techniques presented in more depth to take your game environments to the next level.

What students are saying about this course:

This has been my favourite Udemy-Unity course so far. It took me from literally 0% knowledge of how game AI is achieved, and took me to a whole new level. Waypoints, pathfinding, state machines, etc etc etc are all covered in-depth and will reveal the magic (spoiler alert: it isn’t magic) behind making your computer characters seem like they really have a mind of their own.

Oh My God. I love her way of teaching things. I haven’t finished this course yet. But all i can say is that it is another brilliant course from her. Artificial intelligence by itself is a tricky thing to do. And before starting this course i never thought that i will understand anything in it. But i was wrong. With her style of teaching, you will learn how to move your characters in an ”intelligent“ way. This course is perfectly sliced and the pace is wonderful.

01 Introduction 001 Introduction 002 Join the H3D Student Community 004 Not So Scary Vector Mathematics 006 Important Note Regarding Unity Updates to FBX Model Importing 02 Moving 007 Vectors and Moving in a Straight Line 008 Traveling to a Goal Location 009 Pushing the Character Forward 010 Slerping 011 About Animation and Translation 012 Waypoints

03 Cars 014 Unitys Waypoint System 015 Car Racing with Waypoints 016 Customising Car Behaviours 017 Unitys Vehicle System

04 Waypoints 018 Graph Theory and Pathfinding 019 Pathfinding through Waypoints 020 Pathfinding through Waypoints Part 2

05 NavMeshes 023 NavMesh Basics 024 From Waypoints to NavMesh 025 NavMesh Agents Part 1 026 NavMesh Agents Part 2 027 Following a Player on A NavMesh and Setting-Up Off Mesh Links 029 Animating on a NavMesh 030 Syncing Animation Speed with NavMesh Agent Speed 031 Multiple NavMeshes for Different Agent Sizes

06 Autonomously Moving Agents 033 Seek and Flee 034 Pursuit 035 Evade 036 Wander 037 Hide Part 1 038 Hide Part 2 039 Complex Behaviours 040 Behaviour Challenge

07 Moving As One 041 Crowd Simulation 042 Creating a City Crowd Part 1 043 Creating a City Crowd Part 2 044 Fleeing 045 Flocking Part 1 046 Flocking Part 2 047 Flocking Part 3

08 Lets Start Thinking 051 Line of Sight 052 Finite State Machines Part 1 053 Finite State Machines Part 2 054 Finite State Machines Part 3 055 Converting the FSM to Work on a Navmesh

09 Behaviour Trees 057 Introduction to Behaviour Trees 058 Sequence Nodes Part 1 059 Sequence Nodes Part 2 060 Embedding Logic in Behaviour Trees 061 Selector Nodes 062 More Logic for Complex Behaviours 063 Putting Together a Complex Behaviour Tree

10 Goal-Orientated Action Planning 065 Introduction to GOAP 066 Getting Started with GOAP in Unity 067 Adding Actions to GOAP 068 Adding Multiple Plans to GOAP 069 Global States and Multiple Agents

11 End Words 070 Where To Now

[Udemy] The Beginners Guide to Artificial Intelligence in Unity – 2020 (Subs En, Es, Pt).7z.001 [Udemy] The Beginners Guide to Artificial Intelligence in Unity – 2020 (Subs En, Es, Pt).7z.002 [Udemy] The Beginners Guide to Artificial Intelligence in Unity – 2020_Subtitles.7z

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