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UnitySteer 2.0 released

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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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Handling slopes with autonomous vehicles

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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 of experimenting, it turned out …

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UnitySteer updated

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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 date. I’m currently using Unity …

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Upcoming changes to UnitySteer

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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 Unity script class. We’ve translated …

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Real-world testing and Improving spherical obstacle avoidance

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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 M2H kindly shared some funny …

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Mikko’s Navigation loop presentation

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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.

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UnitySteer changes and re-organization

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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?

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Back from Paris

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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 manner); Paolo Maninetti’s review of physics-based AI, which included a clear description of how they balance out the complex variables and some very realistic-looking …

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UnitySteer updates

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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 any questions, Unity Answers is shaping up as the place to go, …

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Line of sight in hex grid

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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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