Generating Optimized 2D Art in Unity: Procedural Generation for Stylized and Optimized 2D Foliage
I was looking for a quick and easy PCG (Procedural Content Generation) Unity project last year so I started playing aro…
63 tutorials
I was looking for a quick and easy PCG (Procedural Content Generation) Unity project last year so I started playing aro…
A Simple and Effective Guidance System for Crowd Simulation.
Very simmple method to make Your scene more attractive
Identifying drawings can be difficult. This articles covers a basic algorithm that can classify symbols drawn by a play…
HappyCoder
This thread on Navigation Meshes in Sunset Overdrive was posted by Jonathan Adamczewski (@twoscomplement on Twitter). Y…
Jonathan Adamczewski
A description of the approach and AI techniques used for bot behaviour in Close Quarters.
When creating AI for video games, one of the most important aspects is its placement. The position of the AI character …
This article will introduce you to a range of introductory concepts used in artificial intelligence for games (or ‘Game…
This tutorial is an excerpt from the book, Unity 2017 Game AI Programming - Third Edition, and discusses how to impleme…
Ray Barrera, Aung Sithu Kyaw, and Thet Naing Swe
A discussion of navigation meshes and pathfinding algorithms.
MiiMii1205
A quick guide to getting starting with machine learning.
This is an extract from Practical Game AI Programming from Packt. When humans play games – like chess, for example – th…
Micael DaGraça
Action Lists are a simple yet powerful type of AI allowing for relatively complex emergent behavior for smaller AI netw…
Want faster A*? Have uniform costs? Use Jump Point Search!
Inspired by the 'Simplest trick I know' series of GDC talks, I've begun to document all the small code and design tips …
What if the system could reproduce the learning patterns of the human player: starting inexperienced and, by being thou…
In this article, we'll explore a powerful, general technique to guiding "jump and run" style AI through a platforming c…
Mash up your physics engine and your pathfinding engine and what do you get? Dynamic obstacle avoidance.
This post will cover the basics of Dijksta's shortest path algorithm and how it can apply to path finding for game deve…
The current main approaches to the path finding issue are good for simple and classic games, but not for innovative one…
GameDev.net uses cookies to ensure you have the best experience on our platform. Learn more