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Autor Tópico: Game Development: Pathfinding with Unity  (Lida 290 vezes)

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Game Development: Pathfinding with Unity
« em: 01 de Dezembro de 2020, 13:41 »

Game Development: Pathfinding with Unity
Duration: 3h28m | .MP4 1280x720, 30 fps(r) | AAC, 44100 Hz, 2ch | 1.57 GB
Genre: eLearning | Language: English
Learn How to Develop Pathfinding Algorithms, like A*, Dijkstra and Steering Behaviours for the AI of your Agents

What you'll learn
You will be able to develop a Steering Behaviour System
You will be able to develop a A* Algorithm
You will be able to code a Dijkstra Algorithm
You will be able to use Pathfinding Systems
You will learn how to use the Tilemap and Grid Systems in Unity

Requirements
You need to have a good grasp on Programming Logic
You need to have a good grasp on C#
You need to have a good grasp on OOP
You need to have knowledge of the Unity environment, equivalent to the course Game Development: Basic Games with C# and Unity 3D

Description
Have you ever wondered how NPCs and monsters find paths from one point to another?

In this course you are going to learn how to create Steering Systems that avoid obstacles so your agent can run a circuit. As you are learning that, you are also learning how raycasts, sensors and Gizmos work.

You will learn to code the Pathfinding Algorithms A* and Dijkstra in C# and Unity. They will be made using Unity's Tilemap System so you can very easily understand how they work and what is going on.

Then, how to apply the A* Algorithm in tridimensional environments, making a controller of agents that can make those individual agents pursue a Player.

Who this course is for:
Programmers that want to learn pathfinding algorithms in a visual manner
Game enthusiasts that want to learn more about AI/Game algorithms
Game Developers

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