UnitySteer updatesFeb 10, 04:49 AM

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...

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Line of sight in hex gridNov 23, 04:20 PM

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.

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UnitySteer - Steering components for UnityJul 8, 08:04 PM

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.

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UnitySteer - Obstacle avoidanceJul 8, 08:03 PM

Fast moving agent with obstacle avoidance example for UnitySteer.

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UnitySteer - Lightning bolt exampleJul 8, 08:02 PM

Pursuing lightning example for UnitySteer.

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UnitySteer - Boid exampleJul 8, 08:01 PM

Obligatory boid example for UnitySteer.

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Slides from AIGameDev '09Jun 30, 01:48 AM

Alex Champandard has updated the AIGameDev with a summary and photos from the Paris ’09 AI conference. Alex presents a great summary of all talks, along with the slides for each one. The conference itself was a great experience, and while the talks were great, even more...

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AI GameDev ConferenceJun 10, 11:58 AM

I’m currently at the very interesting AIGameDev conference in Paris. Great talks both during the conference and on discussions outside, I’ll write more once I’m back at the home base.

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Coming up next...May 19, 11:57 AM

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: […]

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Behavior trees on actual useApr 13, 12:04 PM

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.

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