ai-series-part-20 VS SimpleGOAP

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

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)

SimpleGOAP

SimpleGOAP is a lightweight C# implementation of goal oriented action planning. (by tckerr)
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ai-series-part-20 SimpleGOAP
1 1
5 16
- -
0.0 10.0
almost 3 years ago about 2 years ago
C# C#
MIT License -
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
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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.

We haven't tracked posts mentioning ai-series-part-20 yet.
Tracking mentions began in Dec 2020.

SimpleGOAP

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

We haven't tracked posts mentioning SimpleGOAP yet.
Tracking mentions began in Dec 2020.

What are some alternatives?

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

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

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

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-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.