SimpleGOAP
ai-series-part-14.5
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SimpleGOAP | ai-series-part-14.5 | |
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1 | 1 | |
16 | 7 | |
- | - | |
10.0 | 0.0 | |
about 2 years ago | almost 3 years ago | |
C# | C# | |
- | MIT License |
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SimpleGOAP
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GOAP (Goal-Oriented Action Planning) is absolutely terrific.
If anyone is looking for a simple C# GOAP library, I wrote one earlier this year for fun. I haven’t used it myself for gamedev yet, but it should be quite easy to integrate into Godot Mono: https://github.com/tckerr/SimpleGOAP
ai-series-part-14.5
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Optimizing Runtime NavMesh Generation - 99.94% improvement over AI Series Part 14 in AI Series Part 14.5 | Full Tutorial in Comments and in Cross-post
As always, full project code is available on GitHub!
What are some alternatives?
ReGoap - Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples
menu-controller - Learn how to use a Stack to manage your UI Pages. Create pages that have configurable entry/exit animations, sounds, and actions. This is the base framework I've been using for over 6 years in my own projects and find it to be highly reliable, scalable, and still easy to use.
ai-series-part-24 - Tutorial repository for AI Series Part 24, which is the 4th and final part of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21, 22, and 23 to implement a new instant-cast ability - poison gas
ai-series-part-20 - This tutorial repository is the end state of the AI Series Part 20 - Weighted Random Spawning video where we implement a new spawn method and define these spawn configurations in ScriptableObjects.
ultimate-volleyball - 3D RL Volleyball environment built on Unity ML-Agents
ai-series-part-15 - Project for the AI Series Part 15 tutorial where we spawn NavMeshAgents at runtime on a Procedurally baked NavMesh that is baked only around the player in a large or procedurally generated world.
ai-series-part-22 - Tutorial repository for AI Series Part 22, which is Part 2 of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21 and implemented a new channeled ability - fire breath
ai-series-part-14 - Project corresponding to AI Series Part 14 where we implement Baking NavMesh at Runtime around the Player, instead of baking on the entire scene
ai-series-part-17 - In this tutorial repository I show how to upgrade the AgentLinkMover script provided by Unity in the NavMesh Components repository to allow configuring Agent Move Method per NavMesh Area Type