Mô tả

Do your non-player characters (NPCs) lack drive and ambition?  Are they slow, stupid and constantly banging their heads against the wall? Then this course is for you.  Join Penny as she explains, demonstrates and assists you in creating your very own NPCs in Unity with C#. All you need is a sound knowledge of Unity, C# and the ability to add two numbers together.

This course uses Unity Version 2021.3 LTS

In this course, Penny reveals the most popular AI techniques used for creating believable character behaviour in games using her internationally acclaimed teaching style and knowledge from over 30 years working with games, graphics and having written two award winning books on games AI. Throughout, you will follow along with hands-on workshops designed to teach you about the fundamental AI techniques used in today's games.  You'll join in as NPCs are programmed to chase, patrol, shoot, race, crowd and much more.

Learn how to program and work with:

  • vectors

  • waypoints

  • navmeshes

  • the A* algorithm

  • crowds

  • flocks

  • animated characters

  • vehicles

  • and industry standard techniques such as goal-oriented action learning and behaviour trees.

Contents and Overview

The course begins with a detailed examination of vector mathematics that sits at the very heart of programming the movement of NPCs. Following this, systems of waypoints will be used to move characters around in an environment before examining the Unity waypoint system for car racing with AI controlled cars.  This leads into an investigation of graph theory and the A* algorithm before we apply these principles to developing navmeshes and developing NPCs who can find their way around a game environment.  Before an aquarium is programmed complete with autonomous schooling fish, crowds of people will be examined from the recreation of sidewalk traffic, to groups of people fleeing from danger. Having examined the differing ways to move NPCs around in a game environment, their thinking abilities will be discussed with full explanations and more hands-on workshops using finite state machines and behaviour trees.

The follow-along workshops included in the course come with starter Unity asset files and projects complete with solutions.  Throughout, there are also quizzes and challenge exercises to reinforce your learning and guide you to express your newfound knowledge.

At the completion of this course you will have gained a broad understanding of what AI is in games, how it works and how you can use it in your own projects.  It will equip you with a toolset to examine any of the techniques presented in more depth to take your game environments to the next level.

What students are saying about this course:

  • This has been my favourite Udemy-Unity course so far. It took me from literally 0% knowledge of how game AI is achieved, and took me to a whole new level. Waypoints, pathfinding, state machines, etc etc etc are all covered in-depth and will reveal the magic (spoiler alert: it isn't magic) behind making your computer characters seem like they really have a mind of their own.

  • Oh My God. I love her way of teaching things. I haven’t finished this course yet. But all i can say is that it is another brilliant course from her. Artificial intelligence by itself is a tricky thing to do. And before starting this course i never thought that i will understand anything in it. But i was wrong. With her style of teaching, you will learn how to move your characters in an ”intelligent“ way. This course is perfectly sliced and the pace is wonderful.

Bạn sẽ học được gì

Design and program NPCs with C# in Unity

Explain how AI is applied in computer games

Implement AI-related Unity Asset plugins into existing projects

Work with a variety of AI techniques for developing navigation and decision making abilities in NPCs

Yêu cầu

  • You should be familiar with C# and the Unity Game Development Engine.

Nội dung khoá học

23 sections

Introduction

7 lectures
Welcome to the Course
02:37
Introduction to Artificial Intelligence
03:42
Join the H3D Student Community
01:26
FAQs
00:14
Not So Scary Vector Mathematics
06:55
Vector Mathematics Basics Cheat Sheet
04:54
Test your vector mathematics knowledge
10 questions

The Mathematics of AI

11 lectures
The Cartesian plane
12:49
Vectors Part 1
09:18
Vectors Part 2
10:34
Vectors Part 3
10:49
Calculating Distance Part 1
11:04
Calculating Distance Part 2
09:46
Calculating the Dot Product
11:44
Calculating the Angle Between Vectors
04:42
Calculating the Cross Project
11:10
A Simple Autopilot Project
12:59
A Simple AI Pet Challenge Project
00:30

The Physics of AI

11 lectures
Time
11:39
Normalising Movement with Time
06:09
Velocity
09:49
Predicting Future Locations of Game Objects Part 1
10:09
Predicting Future Locations of Game Objects Part 2
11:50
Acceleration Part 1
08:07
Acceleration Part 2
11:24
Acceleration Part 3
10:12
Trajectories Part 1
11:56
Trajectories Part 2
09:36
Trajectories Part 3
09:36

The A* Algorithm

6 lectures
The A* Pathfinding Algorithm Part 1
14:58
The A* Pathfinding Algorithm Part 2
06:33
The A* Pathfinding Algorithm Part 3
15:55
The A* Pathfinding Algorithm Part 4
11:20
The A* Pathfinding Algorithm Part 5
09:56
The A* Pathfinding Algorithm Part 6
12:29

Waypoints and Graphs

11 lectures
Waypoints
09:03
Slerping to the Direction of Travel
07:36
Following a Circuit
06:04
Following a Tracker
12:26
Using A* with Waypoints Part 1
07:48
A Simple Graph API Part 1
11:00
A Simple Graph API Part 2
14:57
A Simple Graph API Part 3
06:34
Using A* with Waypoints Part 2
09:32
Traversing a Path
11:19
Giving Commands to Pathfind
11:58

Vehicles

14 lectures
Setting up Wheel Physics
10:58
Forces on Wheels
11:02
Constructing a Simple Car
11:49
Turning the Steering Wheel
05:39
Creating A Circuit with Waypoints
06:20
Automatically Driving a Circuit Part 1
13:52
Braking
13:14
Driving Forces
10:14
Improved Driving Tactics
10:15
Adding a Progress Tracker
10:18
Adding Antiroll Stabilising
10:51
Reconfiguring for Car Setting Testing
11:55
Avoiding Other Drivers
12:47
Improving Avoidance and Reversing
13:03

Navigation Meshes

6 lectures
Navigation Mesh Introduction
05:07
From Waypoints to Navigation Meshes
09:11
NavMesh Agents Part 1
11:29
NavMesh Agents Part 2
08:37
NavMesh Agents Part 3
10:14
Following a Player on a NavMesh
09:07

Finite State Machines

7 lectures
Finite State Machines
10:48
Creating a State Class
12:54
Patrolling
14:42
Building the AI Class
11:30
Chasing the Player Part 1
16:02
Chasing the Player Part 2
16:23
FSM Challenge
08:43

Autonomously Moving Agents

9 lectures
Seek and Flee
10:46
Pursuit
11:52
Evade
02:57
Wander
11:19
Hide Part 1
14:45
Hide Part 2
10:51
Hide Part 3
06:26
Complex Behaviours
09:33
Behaviour Challenge
08:44

Crowd Simulation

11 lectures
Moving As One
08:53
Creating a City Crowd Part 1
09:34
Creating a City Crowd Part 2
10:54
Fleeing Part 1
08:18
Fleeing Part 2
12:37
Flocking Part 1
11:13
Flocking Part 2
10:41
Flocking Part 3
08:56
Flocking Part 4
06:29
Crowd Challenge Project
00:13
Flock Challenge Project
00:18

Goal Driven Behaviour

17 lectures
An Introduction to GOAP
05:17
Setting up a GOAP Environment
09:01
Preplanning the agent's actions
08:07
The World States
12:51
Actions
11:55
Agents
08:10
The GOAP Planner Part 1
14:22
The GOAP Planner Part 2
12:37
Executing a Simple Plan
19:55
Creating a Multistep Plan
11:20
Spawning Patients
10:43
Plans that Require Multiple Agents
12:40
Matching Agents with Agents
06:39
Adding More Resources to the World
17:40
Implementing the Inventory System
13:55
Moving the Nurse
07:27
Adding a Goal Challenge
06:30

Behaviour Trees

9 lectures
Introducing Behaviour Trees
04:46
Nodes
11:56
Tree Printing
11:59
Leaf and Action Nodes
15:20
NavMesh Movement
08:24
Sequences
15:03
Selectors
12:34
Extended Action Methods
12:20
Conditions
13:16

Final Words

2 lectures
Some Final Words from Penny
02:04
Where to now?
00:05

Moving

8 lectures
This is the previous version of the course.
00:11
Vectors and Moving in a Straight Line
11:50
Traveling to a Goal Location
12:21
Pushing the Character Forward
12:40
Slerping
05:19
About Animation and Translation
06:38
Waypoints
09:10
Challenge
00:13

Cars

4 lectures
Unity's Waypoint System
12:38
Car Racing with Waypoints
13:25
Customising Car Behaviours
07:59
Unity's Vehicle System
15:38

Waypoints

5 lectures
Graph Theory and Pathfinding
08:31
Pathfinding through Waypoints
19:31
Pathfinding through Waypoints Part 2
10:17
Challenge
00:13
Waypoints in 2D
01:05

NavMeshes

10 lectures
NavMesh Basics
05:11
From Waypoints to NavMesh
09:07
NavMesh Agents Part 1
17:42
NavMesh Agents Part 2
10:32
Following a Player on A NavMesh and Setting-Up Off Mesh Links
14:10
Fixing Mixamo Textures
00:09
Animating on a NavMesh
13:36
Syncing Animation Speed with NavMesh Agent Speed
06:35
Multiple NavMeshes for Different Agent Sizes
12:41
Challenge
00:12

Autonomously Moving Agents

8 lectures
Seek and Flee
11:08
Pursuit
12:34
Evade
03:19
Wander
11:30
Hide Part 1
15:21
Hide Part 2
18:39
Complex Behaviours
10:24
Behaviour Challenge
08:48

Moving As One

10 lectures
Crowd Simulation
07:59
Creating a City Crowd Part 1
12:55
Creating a City Crowd Part 2
11:20
Fleeing
18:29
Flocking Part 1
20:00
Flocking Part 2
15:45
Flocking Part 3
12:58
Challenge 1
00:14
Challenge 2
00:07
Challenge 3
00:08

Let's Start Thinking

6 lectures
Line of Sight
14:10
Finite State Machines Part 1
10:52
Finite State Machines Part 2
14:49
Finite State Machines Part 3
09:36
Converting the FSM to Work on a Navmesh
07:05
Challenge
00:05

Behaviour Trees

8 lectures
Introduction to Behaviour Trees
03:54
Sequence Nodes Part 1
17:17
Sequence Nodes Part 2
16:06
Embedding Logic in Behaviour Trees
11:00
Selector Nodes
05:15
More Logic for Complex Behaviours
08:20
Putting Together a Complex Behaviour Tree
15:26
Challenge
00:12

Goal-Orientated Action Planning

5 lectures
Introduction to GOAP
05:22
Getting Started with GOAP in Unity
14:48
Adding Actions to GOAP
11:15
Adding Multiple Plans to GOAP
06:51
Global States and Multiple Agents
13:11

End Words

1 lectures
Where To Now?
11:16

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