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libnoise.unity 0

With so many things going on at the same time, some tend to slip through the cracks. I’d forgotten to mention Tim Speltz’s port of libnoise, which he ported to Unity and released in November of last year under LGPL. I later added it to GitHub and did several bugfixes, which up until now I’d …

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Posted on: 05-30-2011
Posted in: AI, Unity

UnitySteer: Experimental vehicle and radar changes 14

Lots of UnitySteer changes this last week. Mikko Mononen was kind enough to comment on a neighbor avoidance approach I was trying out, and suggested something based on his own DetourCrowd. I promptly implemented it, only to run into an oscillation problem. After a quick review, it turns out that the oscillation wasn’t being caused …

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Posted on: 03-21-2011
Posted in: AI, UnitySteer

UnitySteer: the next few months 2

What’s going to happen with UnitySteer over the next few months?

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Posted on: 03-7-2011
Posted in: AI, UnitySteer

UnitySteer – Upcoming path following changes 4

Reviewing the upcoming path following changes in UnitySteer

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Posted on: 01-31-2011
Posted in: AI, UnitySteer

UnitySteer 2.0 – multiple agents example 6

Let’s celebrate the release of UnitySteer 2.0 with a new example.

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Posted on: 10-19-2010
Posted in: AI, Unity, UnitySteer

UnitySteer 2.0 released 2

The final version of UnitySteer 2.0 is now available on GitHub. Update: You can also find the project file here .

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Posted on: 10-18-2010
Posted in: AI, Unity, UnitySteer

Handling slopes with autonomous vehicles 0

I pushed last night to GitHub what is the last UnitySteer functionality update before I tag it as the final 2.0, allowing you to implement a spherical obstacle override for some objects. There was a particular behavior that I considered implementing in UnitySteer, which was being able to handle ramps and slopes. After a bit …

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Posted on: 10-18-2010
Posted in: AI, Unity, UnitySteer

UnitySteer updated 0

I’ve updated UnitySteer with the changes mentioned on my last post . It has something of a breaking change: if you’re using behaviors that descend from SteerForNeighbors, you will want to check the new LayersChecked property, as only detected objects falling on that layermask will be considered. I’ve also brought the UnitySteerExamples project up to …

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Posted on: 09-11-2010
Posted in: AI, Unity, UnitySteer

Upcoming changes to UnitySteer 1

I’ve continued updating UnitySteer as we work on our game (eating our own dogfood, as they say), and I wanted to poll the community a bit in case anyone has objections to some upcoming changes. 1) Remove CharacterMotorVehicle and CharacterMotorVehicleEditor. These classes depend on Unity’s CharacterMotor, which is included on the Standard Assets as a …

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Posted on: 08-18-2010
Posted in: AI, Unity, UnitySteer

Real-world testing and Improving spherical obstacle avoidance 0

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, to give a better visual idea than with the cubes. Matt from …

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Posted on: 07-13-2010
Posted in: AI, Unity, UnitySteer
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