SimpleGOAP
ai-series-part-24
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SimpleGOAP | ai-series-part-24 | |
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1 | 2 | |
16 | 4 | |
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10.0 | 0.0 | |
about 2 years ago | over 2 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-24
- How to Implement Enemy Skills/Abilities Part 4: Poison Gas - See all 4 skills in action! | AI Series Part 24 | Unity Tutorial
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How to Implement Enemy Skills/Abilities Part 4: Poison Gas - See All Skills in Action! | AI Series Part 24 | Full Tutorial in Comments
As always, full project code is available on GitHub!
What are some alternatives?
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
ReGoap - Generic C# GOAP (Goal Oriented Action Planning) library with Unity3d examples
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
ultimate-volleyball - 3D RL Volleyball environment built on Unity ML-Agents
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-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.
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.