Physics Module – Multiplayer Functionality

In this video We take the time to fix up an issue with the Unity client with multiple users. We also fix up the server code to override parameters if they are already part of the list to send to the client. We do this so that if we try and add the same parameter more than once, it won’t crash the server. This makes it possible to have more than one character on the server at a time. Read the rest…

Physics Module – Physics Background Thread

In this pair of videos we get the Physics Background Thread up and running and make a few modifications to placeholder code to allow a user to log in and see their character drop to the top of a cube. Read the rest…

In this video we take a look at the Player Update Background Thread. We build the necessary pieces to ensure we only send updates to players in the moving character’s known object list and that we only send updates when the player has actually moved. Read the rest…

Recast with Behavior Tree – Working Web Player

So in this quick video we review that Web Player exports and imports do work, they just need to be unique or Unity3d decides which file you really intended to use. Read the rest…

In this video we work through exporting our navmesh and setting up our dwarf to become hungry. After that it looks for nearby food and eats. Initially I state that the web player version is broken, but as it turns out in Video 2a it is simply failing because I have multiple files named “NavMesh” in the resources folder. Read the rest…

In this first episode we create a new Unity3d project and bring in the Behavior Tree Library we have built. We also import in the RecastUnity project from the asset store and begin to combine the two in order to make a basic AI that will look for, go to, and eat food when it gets hungry.
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Physics Module – Getting started.

In this first episode we get the physics reference set up and we create what will become our background threads for physics and updating our player position. We also add in the code to CObject to allow our objects to spawn in the Region class. Read the rest…

Behavior Trees – Priority Selector

In this video we build up a priority selector. Its purpose is to rerun every node from the beginning each time in case we need to override its last behavior by prioritizing another behavior. This is useful for the top-level of the AI so we can build a list of behaviors that have a priority, such as dropping everything and going to defend. Read the rest…

Region Module – Wrapping up

In this video we wrap up the last of the region module. After fixing a couple of mistakes from the last video we finally end up with a region module that properly instantiates a user every time rather than only after the photon server is started. This will conclude the Region Module and gets us ready for the Physics module.
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In this video we take the Condition class and modify it. Combining conditions with the composite class we create a class that holds one child and returns a specified value rather than failed when the condition doesn’t return true. This is useful for situations where we want a sequence to continue even though the condition doesn’t hold true. An example would be in the middle of an auto attack script where we don’t want an attack to return failure when we are on cool-down. Read the rest…