Search icon CANCEL
Subscription
0
Cart icon
Your Cart (0 item)
Close icon
You have no products in your basket yet
Arrow left icon
Explore Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Free Learning
Arrow right icon
Arrow up icon
GO TO TOP
Practical Game AI Programming

You're reading from   Practical Game AI Programming Unleash the power of Artificial Intelligence to your game

Arrow left icon
Product type Paperback
Published in Jun 2017
Publisher Packt
ISBN-13 9781787122819
Length 348 pages
Edition 1st Edition
Languages
Tools
Arrow right icon
Author (1):
Arrow left icon
Micael DaGraça Micael DaGraça
Author Profile Icon Micael DaGraça
Micael DaGraça
Arrow right icon
View More author details
Toc

Navigation Behavior and Pathfinding

In this chapter, we'll be explaining in detail how the AI character moves around and understands where he can go and where he cannot. For different types of games, there are different solutions and we'll be addressing those solutions in this chapter, exploring common methods that can be used to develop a character that can move correctly on the map. Also we want our character to calculate the best trajectory to arrive at a certain destination, avoiding obstacles and accomplishing goals while doing it. We will introduce how to create a simple navigation behavior, then we will move on to a point to point movement and finally explore in depth how to create a more complex point to point movement (RTS/RPG system).

lock icon The rest of the chapter is locked
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at $19.99/month. Cancel anytime
Banner background image