Examples


Game Entity


First-Person Controls

First-Person example with navigation mesh usage to restrict movement.


First-Person Shooter

Basic concepts of FPS like simulating bullets and collision detection.


Orientation

Demonstrates how to orient a game entity towards a specific target.


Savegames

Shows how the current game state can be saved and loaded.


Triggers

Usage of triggers to dynamically generate actions in the game world.


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.


Perception


Line of Sight

Demonstrates a basic line of sight test.


Memory System

Enables game entites to have a short-term memory so they react in a more natural way.


Steering Behaviors


Arrive Steering Behavior

Produces a force that directs an agent toward a 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


Hide And Seek

A little game that experiments with steering and shooter mechanics.