ai-series-part-14
SimpleGOAP
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ai-series-part-14 | SimpleGOAP | |
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1 | 1 | |
7 | 16 | |
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0.0 | 10.0 | |
almost 3 years ago | about 2 years ago | |
C# | C# | |
MIT License | - |
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ai-series-part-14
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Baking a NavMesh Area Around the Player - Runtime NavMesh Baking Part 2 | AI Series Part 14 | Full Tutorial in Comments
As always, full project code is available on GitHub!
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
What are some alternatives?
MonikAI - Monika from DDLC keeping you company on your desktop!
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-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
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
ultimate-volleyball - 3D RL Volleyball environment built on Unity ML-Agents
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.