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,...
Mikko Mononen uploaded a few days ago the presentation for his excellent Paris Game AI Conference on the navigation loop, which doubles as code samples. Definitely worth checking out.
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.
Fast moving agent with obstacle avoidance example for UnitySteer.
Pursuing lightning example for UnitySteer.
Obligatory boid example for UnitySteer.