In this tutorial we will make an AI that can move randomly (random movement). You will learn about Behavior Trees, AI Controllers, Blackboards and the NavMesh (Navigation Mesh). This is a beginner ...
In this episode I show you how to make a NPC patrol a route; travelling from point to point.
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This is the start of a new series covering how to make a more advanced dialogue system than the previous one I had made. This one features questions and responses all using the behaviour tree as a ...
This episode begins to add the chasing behaviour to the AI, allowing them to see the player and chase them using the AI perception system.
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This advanced dialogue system features questions and responses all using the behaviour tree as a make shift dialogue tree. In this second episode I show how to start a dialogue with an NPC using ...
In the last episode I showed you how to have an AI follow a patrol route. In this episode we will add to this and give the ability to our NPC to loop their patrol route, walk back on their selves, ...
Welcome to the start of a brand new series. This time we are diving into AI for games. This episode introduces the concepts being used in AI design and in particular, the behaviour tree. In this ...
This episode carries on from our previous one and we improve the enemy AI so that it will chase the player more accurately.
Watch the next episode where we begin creating our quest system over at ...