SimpleGOAP VS ai-series-part-20

Compare SimpleGOAP vs ai-series-part-20 and see what are their differences.

SimpleGOAP

SimpleGOAP is a lightweight C# implementation of goal oriented action planning. (by tckerr)

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. (by llamacademy)
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SimpleGOAP ai-series-part-20
1 1
16 5
- -
10.0 0.0
about 2 years ago almost 3 years ago
C# C#
- MIT License
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SimpleGOAP

Posts with mentions or reviews of SimpleGOAP. We have used some of these posts to build our list of alternatives and similar projects.

ai-series-part-20

Posts with mentions or reviews of ai-series-part-20. We have used some of these posts to build our list of alternatives and similar projects.

What are some alternatives?

When comparing SimpleGOAP and ai-series-part-20 you can also consider the following projects:

ReGoap - Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples

NavMeshPlus - Unity NavMesh 2D Pathfinding

ai-series-part-14.5 - Project used in the AI Series Part 14.5 Unity Tutorial where I show how to approach optimizing code, using our runtime navmesh generation as the optimization target

ultimate-volleyball - 3D RL Volleyball environment built on Unity ML-Agents

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-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-31 - learn how to show a path to a specific target without using a NavMeshAgent. We'll calculate the path on a NavMesh from the player's current location (controlled via a Third Person Controller) to the target location, and show that with a LineRenderer. The path calculation has a few knobs to turn, how high above the NavMesh to draw the line and how frequently to recalculate the path.