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’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.
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: […]
Thomas has posted a sample video of Rune Memory on YouTube, which also showcases the music by
Vel9 Studios. Meanwhile it continues to get
good ratings and reviews on the iTunes App Store, much to our pride. One of my favorites: