Examples
Autonomous Agent Design
State-driven Agent Design
The State-driven agent design enables a clean implementation of basic AI logic.
Goal-driven Agent Design
The Goal-driven agent design enables a clean implementation of more advanced AI logic.
Fuzzy Logic
Weapon Selection
The soldier's weapon selection is implemented via fuzzy inference.
Graphs and Navigation
Graphs
Demonstrates basic graph search algorithms.
Tic-Tac-Toe
An implementation of the MinMax algorithm based on Yuka's graph class.
Navigation Mesh (Basic)
A simple showcase of a navigation mesh.
Navigation Mesh (Advanced)
An advanced showcase that shows the usage of a spatial index and tasks.
First-Person Controls
First-Person example with navigation mesh usage to restrict movement.
Math
Bounding Volumes
Demonstrates different types of auto-generated bounding volumes.
Bounding Volume Hierarchy (BVH)
Enables faster intersection tests by introducing a hierarchy of bounding volumes for a single geometry.
Orientation
Demonstrates how to orient a game entity towards a specific target.
Misc
Savegames
Shows how the current game state can be saved and loaded.
Triggers
Usage of triggers to dynamically generate actions in the game world.
Perception
Line of Sight
Demonstrates a basic line of sight test.
Memory System
Enables game entities to have a short-term memory so they react in a more natural way.
Steering Behaviors
Arrive Steering Behavior
This behavior steers the agent in such a way it decelerates onto the target position.
Flee Steering Behavior
Produces a force that steers an agent away from a target position.
Flocking Steering Behavior
A group steering behavior based on "Alignment", "Cohesion" and "Separation".
Follow Path Steering Behavior
Produces a force that moves a vehicle along a series of waypoints.
Interpose Steering Behavior
Produces a force that moves a vehicle to the midpoint of the imaginary line connecting two other agents.
Obstacle Avoidance Steering Behavior
Produces a force so a vehicle avoids obstacles lying in its path.
Offset Pursuit Steering Behavior
Produces a force that keeps a vehicle at a specified offset from a leader vehicle.
Pursuit Steering Behavior
Useful when an agent is required to intercept a moving agent.
Seek Steering Behavior
Produces a force that directs an agent toward a target position.
Wander Steering Behavior
Produces a force that will give the impression of a random walk through the agent’s environment.
Playground
Blackjack
A Blackjack implementation based on Monte Carlo prediction.
First-Person Shooter
Basic concepts of FPS like simulating bullets and collision detection.
Hide And Seek
A little game that experiments with steering and shooter mechanics.