Game AI Fundamentals with Godot Engine

所在平台: Udemy

课程主页: https://www.udemy.com/course/game-ai-fundamentals-with-godot-engine/

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课程简介

Coursera 课程:Godot 引擎游戏 AI 基础 本课程深入讲解了在游戏开发中设计和实现 NPC(非玩家角色)行为所需的各种算法。课程内容涵盖了以下核心 AI 技术: * **视觉系统:** 实现 NPC 的视觉锥体和视线检测,让 NPC 能够感知周围环境。 * **瞄准系统:** 教授如何为 NPC 编写精确的瞄准算法,包括考虑目标移动速度和转向速度。 * **追踪导弹:** 学习创建能够追踪目标的导弹,使其能有效地击中移动中的敌人。 * **弹道预测:** 讲解如何在发射抛射物时,考虑重力影响,实现精确的提前量射击。 * **精度模拟:** 模拟更真实的射击精度,让 NPC 的攻击更具策略性。 * **高效寻路:** 优化寻路算法,支持数百个 NPC 进行高效的路径规划。 * **团队与群体战斗系统:** 设计 NPC 之间的团队合作和群体战斗逻辑,实现大规模的战斗场景。 * **状态机:** 构建 NPC 的状态机,模拟巡逻、守卫、攻击、死亡等多种行为模式。 本课程以 Godot 引擎为平台,虽然内容主要针对 Godot 用户,但对于有一定编程经验的学习者来说,可以将代码轻松移植到其他引擎。课程采用独特的“问题解决”式教学方法,提供预设的游戏场景和待解决的问题,并逐步讲解实现相应 AI 算法的步骤和代码。课程力求简洁明了,直接切入主题,帮助学习者快速掌握实用的游戏 AI 开发技能。

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This course covers a bunch of algorithms I use in my games when designing and making npcs to fight the player or fight with the player. These are things like vision systems for handling vision cones and line of sight, aiming systems for aiming at targets with set turn speeds, homing missiles, leading shots when firing projectiles with and without gravity, accuracy systems to simulate more realistic accuracy when leading shots, optimized pathfinding for hundreds of npcs, teams and group battle systems for npcs to engage in large-scale battles with each other, and state machines to simulate behaviours like patrolling, guarding, attacking, and dying. This course is for the Godot engine, though if you're a somewhat experienced programmer you could probably translate the code over pretty easily. There's a new stupid unhelpful 'feature' that requires me to have two hundred words in the description which is completely pointless and wastes people's time so here's some extra words that add literally nothing but help me reach the word count required which some dumb executive probably decided would make courses on this site look more professional when in reality professionals want short and to-the-point content without stupid arbitrary requirements. This course is designed to be clean and to-the-point as much as possible and has a unique lesson-based approach in which I provide partially set-up game scenes with a defined problem to be solved (such as leading shots on a moving target). I then go through and explain how to write the necessary algorithms to solve this problem.

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