A simple walker script for Unity 3D in C# that tries to avoid obstacles. It has been used in the ProXedural project at art school, and it made the cows walk towards one of the players. To be honest, it does not really deserve the I in AI. But then again, no one expects cows to be very clever.
Maybe someone can use it as a base to produce something better (oh well, who am I kidding, this has already been done).
(This is only here for personal reference, since this is rather basic programming …)
///
/// Formats the input string (in seconds) as a human readable
/// string in the form of MM:SS.
///
///
/// A of the current playing time.
///
private string formatedTimeString (string input) {
int seconds;
int minutes;
The code for this project has seen extensive changes and has since been migrated to GitHub. Read more about it over here – and then go forth and fork it. It is released under a Creative Commons License, so you are free to build upon it.
Basically, I could simply hard-code most of my strings used in the game directly into the code – no one would notice the difference anyway. But obviously, this is not a very good idea, both because editing strings and later translating them becomes a pain.
Creating some data that would allow me to get strings out of an XML file would solve this problem – and, if the code is good enough, be reusable in later games.
It would allow me to edit text independently of the game code and add translations on a later date.
The code for this project has seen extensive changes and has since been migrated to GitHub. Read more about it over here – and then go forth and fork it. It is released under a Creative Commons License, so you are free to build upon it.
Since I want to make some basic statistics for my game at Fantoche, I needed some basic logging function of the player’s position.