ai-series-part-24 VS SimpleGOAP

Compare ai-series-part-24 vs SimpleGOAP and see what are their differences.

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 (by llamacademy)

SimpleGOAP

SimpleGOAP is a lightweight C# implementation of goal oriented action planning. (by tckerr)
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ai-series-part-24 SimpleGOAP
2 1
4 16
- -
0.0 10.0
over 2 years ago about 2 years ago
C# C#
MIT License -
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ai-series-part-24

Posts with mentions or reviews of ai-series-part-24. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2021-08-03.

SimpleGOAP

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

What are some alternatives?

When comparing ai-series-part-24 and SimpleGOAP you can also consider the following projects:

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-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

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

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

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-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.