My Unity 4.x Game AI Programming Review
I’m about halfway through Unity 4.x Game AI Programming by Packt Publishing and I’m enjoying it quite a bit. Unity has been my engine of choice for about 4 years now, so I’m very familiar with it, but I haven’t done a lot of AI since the days of Quake and Unreal Tournament bots.
I think the book does a great job of introducing someone both to a variety of AI concepts as well as practical implications and implementations of them. So first they show a random number generator (after explaining why they’re never really random) and then show how to use weighted averages in a simple dice game or a slot machine example. Another chapter demonstrates a couple of different examples of flocking type techniques (useful for simulating fish, birds, etc) and yet another breaks finite state machines (FSMs) into simple terms and how it’s useful in the context of game development.
If you have a little bit of experience with Unity and want to learn some of the basics of AI in the context of game development, this is a great book to do so. They don’t necessarily go into great detail on any of the subjects, but they do recommend other books on the subject if you want to dig further. That said, if you’ve done much AI in the past, most of this is probably going to be too simplistic and if you haven’t used Unity a lot or are still getting your footing with programming, it may be a little too advanced. I think for most people who have been using Unity for any amount of time will probably find it a good fit for them, though. I don’t think the authors could have really made it more advanced or more simple, as it’s not an easy topic to tackle in a book, but I think they did a great job of doing so. I’d give it 4.5/5 stars. And if you pick up the book or eBook today, you can take advantage of PacktPub’s 50% off sale.