<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>AI | Dencho</title><link>https://www.dencho.dev/tag/ai/</link><atom:link href="https://www.dencho.dev/tag/ai/index.xml" rel="self" type="application/rss+xml"/><description>AI</description><generator>Hugo Blox Builder (https://hugoblox.com)</generator><language>en-us</language><lastBuildDate>Mon, 10 May 2021 00:00:00 +0000</lastBuildDate><image><url>https://www.dencho.dev/media/icon_hu1b14c2ed69a2f89c06f5de8cc0bd5fd1_301795_512x512_fill_lanczos_center_3.png</url><title>AI</title><link>https://www.dencho.dev/tag/ai/</link></image><item><title>AI Mob Controller [05]</title><link>https://www.dencho.dev/projects/experiments/2021/aimobcontroller05/</link><pubDate>Mon, 10 May 2021 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/experiments/2021/aimobcontroller05/</guid><description>&lt;p>This experiments goal was to iterate on my previous AI Controllers and refine the locomotion and procedural animations.&lt;/p>
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&lt;p>I spent a good amount of focus on the making sure procedural animations work with physics.&lt;/p>
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&lt;p>The result allowed me to play an animation, and have physics forces affect it in a nice good lerpy way.&lt;/p>
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&lt;p>Next I applied the same system to another nonstandard skeleton.&lt;/p>
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&lt;/div></description></item><item><title>AI Mob Controller [04]</title><link>https://www.dencho.dev/projects/experiments/2021/aimobcontroller04/</link><pubDate>Sat, 10 Apr 2021 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/experiments/2021/aimobcontroller04/</guid><description>&lt;p>This experiments goal was to iterate on my previous AI Controllers and refine the combat system.&lt;/p>
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&lt;p>I worked more on the combat skill pathing. It is now more dynamic while still using a physics PID controller to move the rigidbody via forces in additive manner.&lt;/p>
&lt;p>Both of these mobs use the same combat system, but one is tweaked to have a shorter travel path, with drag/angulardrag over time (set by a curve and multiplier) which allows me to create something like a bulletTime attack but in realtime.&lt;/p>
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&lt;p>This kind of system allows other physics objects to alter the pathing trajectory of the mob even while the skill is running.&lt;/p>
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&lt;p>Even works with drone like locomotion.&lt;/p>
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&lt;/div></description></item><item><title>Fun With Gizmos And Math</title><link>https://www.dencho.dev/projects/experiments/2021/funwithgizmosandmath/</link><pubDate>Thu, 18 Mar 2021 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/experiments/2021/funwithgizmosandmath/</guid><description>&lt;p>I create alot of small gizmos extensions, some of which for no reason and for fun.&lt;/p>
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&lt;p>This was for debugging AI and Player Input Intent direction and overlaying angle thresholds to visualize the logic state during runtime.&lt;/p>
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&lt;p>Look familiar?&lt;/p>
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&lt;/div></description></item><item><title>AI Mob Controller [03]</title><link>https://www.dencho.dev/projects/experiments/2021/aimobcontroller03/</link><pubDate>Wed, 10 Feb 2021 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/experiments/2021/aimobcontroller03/</guid><description>&lt;p>This experiments goal was to iterate on my previous AI Controllers and refine the spawning and path finding algorithms.&lt;/p>
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&lt;p>The models were provided by free assets on the Unity Asset Store.&lt;/p>
&lt;p>Created a Waypoint system that only allows one mob at a time to navigate to the point, the mobs automatically seek out point in a waypoint path that doesn't have its source/target points queued by another mob.&lt;/p>
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&lt;p>Testing out Ragdolling system for a nonstandart mesh rig.&lt;/p>
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&lt;p>A Combat system that animated the Rigidbody with a Physics PID Controller to traverse a dynamic generated path, with adjustable curves/properties to change up how it ride the attack path.&lt;/p>
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&lt;/div></description></item><item><title>AI Mob Controller [02]</title><link>https://www.dencho.dev/projects/experiments/2021/aimobcontroller02/</link><pubDate>Sun, 10 Jan 2021 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/experiments/2021/aimobcontroller02/</guid><description>&lt;p>This experiment is mainly focused on ground based AI designed to work with a XR Player Controller.&lt;/p>
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&lt;p>First I wrote my own PID controller to control a Rigidbody via physics to match a point in world space with gravity accounted for.&lt;/p>
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&lt;p>Combat Testing. Just going to throw a rock at it.&lt;/p>
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&lt;p>Stress-testing spawn mechanics.&lt;/p>
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&lt;/div></description></item><item><title>AI Mob Controller [01]</title><link>https://www.dencho.dev/projects/experiments/2020/aimobcontroller01/</link><pubDate>Tue, 18 Feb 2020 00:00:00 +0000</pubDate><guid>https://www.dencho.dev/projects/experiments/2020/aimobcontroller01/</guid><description>&lt;p>The goal of this experiment was to learn what it takes to create an AI that operates within perspective of a XRPlayerControllers camera view.&lt;/p>
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&lt;p>First I wrote my own PID controller to control a Drones Rigidbody via physics to match a point in world space.&lt;/p>
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&lt;p>Adjusting the variables allowed to to appear more smooth and animated.&lt;/p>
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&lt;p>Different properties can lead to different behaviors.&lt;/p>
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&lt;p>Now we give it a gun. For learning.&lt;/p>
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&lt;p>Make sure it knows how to shoot. With even the recoil effecting the PID controller.&lt;/p>
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&lt;p>This can get pretty chaotic but, its good to know how many bodies I can simulate at a given time when you consider theres a PID controller for each Rigidbody.&lt;/p>
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