Game AI Examples with Babylon.js
All what you need for a web-based 3D game
Autonomous Agent Design
State-driven Agent Design
The Finite State Machine enables a clean implementation of basic AI logic for every entity. The State-driven Agent Design is still most commonly used AI method in games.
Goal-driven Agent Design
The Goal-driven agent design enables a clean implementation of more advanced AI logic with simple Goals and Composite Goals.
Space Carrier New
In this example an autonomous State-driven agent (a small spaceship) collects red artefacts inside the sphere. After collecting 2 artefacts it goes to the base to unload cargo.
The soldier's weapon selection is implemented via fuzzy inference. In fuzzy logic, the truth of any statement becomes just a matter of a degree.
Graphs and Navigation
An implementation of the MinMax algorithm based on Yuka's graph class.
Navigation Mesh (Basic)
A simple showcase of a navigation mesh.
Navigation Mesh (Advanced)
An advanced showcase that shows the usage of a spatial index and tasks.
First-Person example with navigation mesh usage to restrict movement.
Corridor Algorithm New
A corridor is a sequence of portal edges representing a walkable way within a navigation mesh. The algorithm class is able to find the shortest path through this corridor as a sequence of waypoints.
Demonstrates how to orient a game entity towards a specific target.
Shows how the current game state can be saved and loaded.
Usage of triggers to dynamically generate actions in the game world.
Line of Sight
Demonstrates a basic line of sight test.
Enables game entites to have a short-term memory so they react in a more natural way.
Arrive Steering Behavior
This behavior steers the agent in such a way it decelerates onto the target position.
Flee Steering Behavior
Produces a force that steers an agent away from a target position.
Flocking Steering Behavior
A group steering behavior based on "Alignment", "Cohesion" and "Separation".
Follow Path Steering Behavior
Produces a force that moves a vehicle along a series of waypoints.
Interpose Steering Behavior
Produces a force that moves a vehicle to the midpoint of the imaginary line connecting two other agents.
Obstacle Avoidance Steering Behavior
Produces a force so a vehicle avoids obstacles lying in its path.
Offset Pursuit Steering Behavior
Produces a force that keeps a vehicle at a specified offset from a leader vehicle.
Pursuit Steering Behavior
Useful when an agent is required to intercept a moving agent.
Seek Steering Behavior
Produces a force that directs an agent toward a target position.
Wander Steering Behavior
Produces a force that will give the impression of a random walk through the agent’s environment.
Basic concepts of FPS like simulating bullets and collision detection.
Hide And Seek
A little game that experiments with steering and shooter mechanics.
The work in progress, more examples and showcases will follow!
One of the most powerful, beautiful and simple 3D Web rendering engines in the world.Go to Babylon
Autonomous Agent Design
Yuka provides a basic game entity concept and classes for state-driven and goal-driven agent design.
Steering and Navigation
Use the build-in vehicle model and steering behaviors in order to develop moving game entities. Graph classes, search algorithms and a navigation mesh implementation enables advanced path finding.
Perception and Triggers
Create game entities with a short-term memory and a vision component. Use triggers to generate dynamic actions in your game.Go to Yuka
DownloadExamples at Github
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