Search the Community

Showing results for tags 'ai'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • Welcome to UNIGINE Forums
    • News & Announcements
    • Getting started
  • Development
    • Content Creation
    • World Design
    • Rendering
    • Animation
    • Physics, Navigation and Path Finding
    • UI Systems
    • Sound & Video
    • Editor
    • C++ Programming
    • C# Programming
    • Networking
    • Sim IG (Image Generator)
    • VR Discussions
    • General
  • Improving UNIGINE
    • Documentation
    • Feeback for UNIGINE team
    • Bug Reports
    • Unigine SDK Beta feedback
  • Community
    • Collaboration
    • Tools, Plugins, Materials & Tutorials
    • Showcase
    • General Discussions
  • Legacy
    • UnigineScript

Find results in...

Find results that contain...

Date Created

  • Start


Last Updated

  • Start


Filter by number of...

Found 2 results

  1. UNAIT – Unified AI Tool After my old post about a naïve and straightforward implementation of dynamic navigation meshes I got a lot of feedback and interest about such a plugin for UNIGINE. So, I decided to recreate my implementation from scratch and updated support for the recent UNIGINE engine versions (2.10+). On top of that I decided to develop a more complete package of various AI tools that are pretty common in the industry. Therefor I want to give you a detailed inside about my AI plugin – UNAIT which will be out at the beginning of next year! Main features
  2. Hello, I'm having a little problem with implementing AI which looks like a beginner issue but I'm not able to figure it out. I'm trying to create an animated agent AI that moves towards another static agent(ally). Both these agents, a ground plane and a Nav sector of size 1024 * 1024 * 9 have been created in the world. I've created a custom AI class with a Node type member variable initialized using findNode(). Once that is successful I'm going into route creation. This is what is done : Init() { route = new PathRoute(2.0f); route.setMaxAngle(0.5f); route.create2D(po