Welcome to the Artificial Intelligence Series. In this series, we will look at adding intelligence to NPCs and enemies in our games. Concepts include wandering, obstacle avoidance, field of view, fleeing and more.
In the very first tutorial of the series, we cover the very basic movement behavior known as Seeking. The act of Seeking simply directs an object towards another object or position.
In this tutorial, we will take the Seeking algorithm and transform it to a Flee algorithm. We will also set up the algorithm to flee when the two object's distance is below a certain threshold.
We now get in to the more complex operations. We discuss the movement algorithm known as Wandering and how it is implemented for artificial intelligence. This algorithm was made with vector math to create a nice smooth rotation when the object reaches the sides of the game window. Also, when the object is in the clear, it will perform a zig-zag movement to create a more interesting wandering code.
In this video, I discuss the concept of Obstacle Avoidance. We build on the last tutorial which covered Wandering. We take the vector math approach to obstacle avoidance in order to create smooth movement.
Welcome back to another Artificial Intelligence tutorial! In this tutorial, we will take a quick introductory look at hiding. This is tutorial one of two. The basic concept of this algorithm is: Hide from the enemy by moving to a point where a box is between you and the enemy.
Welcome back to the new and improved Artificial Intelligence series! This series has been through a lot of discussion about resuming or canceling. I have decided to resume this series since the topics can be very interesting. In this tutorial, I explain Field of View. This tutorial gets us ready for Hiding Part II. Hiding Part II will utilize this Field of View concept to determine if the player is within the enemy's field of view before we begin the hiding procedure.