Over the weekend I pushed some UnitySteer changes to the development branch on Github. Some of these came about as a result of testing in unexpected conditions, so I thought a write-up might be interesting.
I was looking for some simple prototyping models,...
I’ve just pushed to github the vast set of changes to UnitySteer, which completely re-organizes the way that vehicles are created.
So what changed?
The Paris Game AI Conference is over, and what a great conference it was. My favorite talks were Mikko Mononen‘s discussion of local navigation, with his lucid discussion of avoidance techniques (delivered in a very playful...
There’s been a few updates pushed to the UnitySteer github repository , as well as the example project. They concern mainly documentation of the sample code, to ease the component’s use for new programmers just coming into it and unfamiliar with how to use it.
If you have...
We have been steadily working on a game, and as such the site has been quiet. I wanted to take a short break to discuss an issue that we ran into, as the algorithm may be of assistance to others.
We’re releasing UnitySteer, a library that helps your game characters or vehicles maneuver around a scene: how to accelerate and for how long, how to turn depending on vehicle characteristics, how to act when avoiding obstacles or neighbors, how to keep a distance from other agents, and many other cases.
We’ve been busy lately with a couple internal projects, and have fallen a bit behind on the articles. This all shall be remedied this coming weeks – we’ve got pieces coming on: […]
I’ve been getting some questions about proper use of Behavior Trees. Instead of going over the basics, this time we focus on some actual use cases, like playing animations on action change or best options for reacting to emergent situations. You’re not a state machine, after all.
Unity just doesn’t get enough love.
Ricardo gets back from Casual Connect Europe and reports on the experience.