Work Post

May. 23rd, 2017 06:52 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
7:18pm - Oops, I forgot to start my Work Post log. I'm at the library today working on my Tag game. I'm currently importing and setting up the Utility-AI that will drive the behavior of my tag players.

8:00pm - I'm working through understanding how the Utility-AI works. Some of it seems to not be covered by the Wiki, so I'm going to look for the documentation.

8:12pm - I couldn't find any documentation so I'm pouring over the code itself. It's not as complicated as I was worried about, so hopefully I can figure out what I need to do.

8:27pm - Well it's already time to go. Gotta pick up a couple groceries for my sick roommate. Also of note, there's no cone collider in Unity, so I'll have to work out a different way of handling the sense of sight when I work next time.

Work Post

May. 22nd, 2017 12:23 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
12:24pm - Despite it being Victoria Day, a traditional vacation day in Canada, I felt like working, so I'm down at the McDonalds again. I guess I'll pay myself double time and a half today. XD

So after studying all that AI stuff and Utility AI in particular, I want to make some kind of demo for my portfolio, to demonstrate my mastery of these subjects.

I thought about it and I decided that I would make a simple game of Tag. It'll have the basic steering behaviors of seek, chase, and flee, and I'll manage them using a Utility AI implementation. I'll be doing it in 3D with the Unity NavMesh system, and I'll mix things up by giving the players different running and turning speeds, a stamina meter and the ability to sprint. As a rule to keep things moving, there'll be no tagbacks. The characters will be blue, except for the character who is 'it' who will be red. The previous person who was it will be green. I also want to include a 'debug' switch that shows the sensors for all the characters.

1:03pm - So, let's break this into tasks.

Create a 3D playground for the game to take place in.

Set up the NavMesh.

Create the tag characters.

Set up the Utility-AI implementation so that it's ready to start calling actions.

Develop the gameplay actions for the tag characters.


That'll give me a good start.

I also decided to update Unity while I'm out here, before I begin. That's running in the background right now, and it says it's got about four minutes left, so while I wait for that I'll research the NavMesh a little more.

1:35pm - The Unity update is taking longer than I expected. I probably should've updated it at home, but here I am. Anyways I've gone through the NavMesh tutorials to refresh myself on how NavMesh works in Unity, and now I'm just waiting for Unity to finish downloading again. The segment that was four minutes was actually just a smaller part of the whole, and the whole doesn't seem to be even half way done yet, so I might have a while to wait.

2:36pm - Finally got Unity down and installed. Looks like they changed the default skybox. It's kind of smoggy looking now. I'm not sure I like it. Alas.

2:48pm - Ahh, my mistake, it's just that they nolonger automatically put a camera and light in the scene for whatever reason.

4:10pm - Oh geez I lost track of the time, I should've taken a break by now. I'll do that now. I just put a concrete texture on the playground and it's easier to see what/where everything is. It's a little dark, but I can deal with it.

5:53pm - Well I've finished my break and I've finished the playground for my game of tag. It's got a navmesh. Next step is to make the characters.

6:07pm - I have a simple capsule character for now.

6:29pm - I realized I wouldn't know what direction they were facing so I put a simple body inside the capsule and made the capsule invisible. Next I'm going to test the NavMesh with a simple script, before I start putting the Utility-AI code in.

6:46pm - Okay the navmesh works. I had my little dude wander around and go up one of the ramps in the scene.

Next I need to get the Utility-AI set up. But for now I'm feeling spacey and bored with my work, so I'm going to pack up and go home, maybe play with Rob.

Work Post

May. 20th, 2017 10:26 pm
relee: Picture of Relee Starbreeze, Wizard (Default)
10:26pm - I'm down at the McDonalds late at night tonight. I was feeling restless at home and wanted to work, but I couldn't find the right spot, so I came out to the McDonalds to work. The guys will probably miss my company but I really want to get some work progress made.

Right now I'm in the middle of the Flocking chapter in that Unity AI book I got. So! Into that again...

11:41pm - Okay, I read Chapter 5 and examined the examples. The crowd simulation was much more sparse than I was expecting. Basically they just let Unity's NavMesh implementation handle it all.

Chapter 6 is on Behavior Trees. Hopefully this'll be more interesting, since I'm starting to get bored with this book. ^.^;;

12:40am - Well I guess I finished the book. I had a hard time following along with Chapter 6, I finished it and I didn't feel like I understood how behavior trees work, which is kind of disappointing... The remaining chapters went by in a blur, and I didn't see any point in examining them more closely.

Overall I learned some things from this book, but it was a bit of a disappointment. Still, it's made me hungry for more AI learnings, so I'm going to see what kind of info I can find on my own for Behavior Trees in general and in Unity, and then come up with some things to make for my Portfolio.

12:45am - Oh wow, it didn't take long with a google search to find a couple gamasutra articles on Behavior Trees, but the second suggests they're an old pattern falling out of use, and reccomends another AI pattern I haven't even heard of! So I guess I'll have to investigate that too...

1:50am - It's an interesting point that at the end of the article on how Behavior Trees are being eclipsed by Utility AI it turns out the author is the owner of a Utility AI company. XD

Still I can't argue with his reasoning, so I'm going to research Utility AI more, and maybe try to implement it myself.

2:08am - Alright I found an Open Source Utility AI for Unity here: https://github.com/Bartvanderkruys/utility-ai

I'll check it out later and give it a proper investimagation. For now I've been here about four hours, I think I'm well past due for a real break.

3:12am - Boy it's late/early, and I'm still at it. I've got the UtilityAI downloaded and I checked out their example and it's really quite nice. I think I'll be able to use it myself.

I'm getting kind of spacey though. I think it's time to head home. I'll play some video games then try to go to bed.

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relee: Picture of Relee Starbreeze, Wizard (Default)
Relee Squirrel

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