HQ Car #1 by Red Crystal
High quality car model, ready for use in games and animation.
Car 30203 verts, wheel 6144 verts.
Features:
- High quality but medium poly model.
- Model is correctly divided into main part and wheels.
- Completely unwrapped and textured.
- It has texture atlases, size 4096x4096.
- 10 quality texture options.
- 6 wheel texture options.
- Emission map (turn on turn off the headlights).
- Realistic mirrors.
Price $15.00
Car 30203 verts, wheel 6144 verts.
Features:
- High quality but medium poly model.
- Model is correctly divided into main part and wheels.
- Completely unwrapped and textured.
- It has texture atlases, size 4096x4096.
- 10 quality texture options.
- 6 wheel texture options.
- Emission map (turn on turn off the headlights).
- Realistic mirrors.
Price $15.00
Afro-Caribbean Melodies by SoundFellas
A collection of themed music tracks with an Afro-Caribbean style, from the genres of dub and Latin. Including full and lite version for each theme, and win and lose cues. Contents: 7 themes were composed and produced to 28 individual music tracks, with separate full and lite versions, and win and lose music cues per theme. The package includes a total of 84 sound files in 404 MB, with the original material running for approx. 11 mins. Channels: All music tracks are in stereo, quad surround and binaural stereo. Format: Pristine, highly optimized and lossless WAV files of 44.1 KHz / 16 bit resolution. Suggested usage: Games, Films, Mixed Reality and Beyond. Our experts recommend using this collection for casual, kids, commercials, puzzle, education, explainer.
Price $21.00
SoundFellas Immersive Audio Labs
Price $21.00
Old Kitchen Set by Blueplant Entertainment
Basic old kitchen furniture models.
Contains:
-Old Stove(3375 verts)
-Old Fridge (1134 verts)
-Old Chair(2221)
-Old Table(2092)
All the models have PBR materials with high quality textures(Albedo, Normal, Occlusion, MetallicSpecular) with a resolution of 2048x2048.
The stove,chair and table models comes with LOD group.
Price $4.99
Contains:
-Old Stove(3375 verts)
-Old Fridge (1134 verts)
-Old Chair(2221)
-Old Table(2092)
All the models have PBR materials with high quality textures(Albedo, Normal, Occlusion, MetallicSpecular) with a resolution of 2048x2048.
The stove,chair and table models comes with LOD group.
Price $4.99
Synthetic Bits by SoundFellas
A collection of synthetic sound effects, with beeps, alarms, pulses, zaps, lasers, noises, and other sounds of synthetic fusion. Contents: We recorded, synthesized, edited, and composed a total of 431 finalized sound effects. The package size is approx. 133 MB, with the material running for approx. 29 mins. Channels: Sound effects come in monophonic files, or if there is useful spatial information, in stereophonic files. Format: Pristine, highly optimized and lossless WAV files of 44.1 KHz / 16 bit resolution. Suggested usage: Games, Films, Mixed Reality and Beyond. Our experts recommend using this collection for sci-fi, user interface, futuristic, robotics & hi-tech, electricity, chain reaction, steampunk à la Tesla, space exploration.
Price $23.00
SoundFellas Immersive Audio Labs
Price $23.00
Mechanical Components by SoundFellas
A collection of mechanical sound effects, with hydraulics, servomotors, buzzers, clicks, and other sounds of machinery action. Contents: We recorded, synthesized, edited, and composed a total of 501 finalized sound effects. The package size is approx. 206 MB, with the material running for approx. 42 mins. Channels: Sound effects come in monophonic files, or if there is useful spatial information, in stereophonic files. Format: Pristine, highly optimized and lossless WAV files of 44.1 KHz / 16 bit resolution. Suggested usage: Games, Films, Mixed Reality and Beyond. Our experts recommend using this collection for industrial & machinery, sci-fi, robotics & hi-tech, mechanical puzzles, chain reaction, contraptions, space exploration.
Price $24.00
SoundFellas Immersive Audio Labs
Price $24.00
Kinetic Water by SoundFellas
A collection of water sound effects, with streams, drops, gurgles, bubbles, waves, and other sounds of flow and water action. Contents: We recorded, synthesized, edited, and composed a total of 247 finalized sound effects. The package size is approx. 168 MB, with the material running for approx. 20 mins. Channels: Sound effects come in monophonic files, or if there is useful spatial information, in stereophonic files. Format: Pristine, highly optimized and lossless WAV files of 44.1 KHz / 16 bit resolution. Suggested usage: Games, Films, Mixed Reality and Beyond. Our experts recommend using this collection for elemental & alchemy, physics & nature, chain reaction, steampunk, cooking, contraptions, horror.
Price $22.00
SoundFellas Immersive Audio Labs
Price $22.00
Gorefest by SoundFellas
A collection of gore sound effects, with bone breaks, flesh tears, hits, stabs, squishes and other sounds of carnage and butchery. Contents: We recorded, synthesized, edited, and composed a total of 334 finalized sound effects. The package size is approx. 112 MB, with the material running for approx. 30 mins. Channels: Sound effects come in monophonic files, or if there is useful spatial information, in stereophonic files. Format: Pristine, highly optimized and lossless WAV files of 44.1 KHz / 16 bit resolution. Suggested usage: Games, Films, Mixed Reality and Beyond. Our experts recommend using this collection for horror, zombie apocalypse, action, combat, martial arts, beat 'em up, crime.
Price $24.00
SoundFellas Immersive Audio Labs
Price $24.00
AAA American Muscle Car (+4 Skins) by William Chamli
American Muscle Car, verry easy to use, fit most workflows with an intuitive naming convention and parts separations.
Perfect for games, prototype and cinematics.
Features :
- 3 LOD (Level of details)
- 4 Skins to customize the vehicle (More to come !)
- 42.140 Triangles including the Exterior, Interior, and the 4 Wheels
- 4096x4096 Textures
- Proper parenting with easy transform position for quick and easy animation
- 3 UV Set (Exterior, Interior, Wheel/Glass) Allowing you to switch skin on 1 part of the vehicle
- Separation of all important mesh (Wheels, mirror, emissive, bottom protections parts, windows, doors, RPM/MPH Counter etc...)
- An optional 8Bits Dithered normal map version for the Exterior
- UV1 With maximum texel density that can be use in the Mirror part, you can potentially put the render of another camera here to have control over the mirror effect
Skins :
-Red Sport Interior
-White Interior
-Gray Interior (Default)
-Wood Camouflage Interior
-Red Exterior (Default)
-White Exterior
-Gray + Line decals Exterior
-Wood Camouflage Exterior
Be sure that you have the Unity post processing stack installed in your project, the post process setup used in the screenshot is available in the package
The brake caliper are separated to lock their rotation like in the real world.
bottom protection parts are also separated for your potential destruction system.
Price $59.00
Perfect for games, prototype and cinematics.
Features :
- 3 LOD (Level of details)
- 4 Skins to customize the vehicle (More to come !)
- 42.140 Triangles including the Exterior, Interior, and the 4 Wheels
- 4096x4096 Textures
- Proper parenting with easy transform position for quick and easy animation
- 3 UV Set (Exterior, Interior, Wheel/Glass) Allowing you to switch skin on 1 part of the vehicle
- Separation of all important mesh (Wheels, mirror, emissive, bottom protections parts, windows, doors, RPM/MPH Counter etc...)
- An optional 8Bits Dithered normal map version for the Exterior
- UV1 With maximum texel density that can be use in the Mirror part, you can potentially put the render of another camera here to have control over the mirror effect
Skins :
-Red Sport Interior
-White Interior
-Gray Interior (Default)
-Wood Camouflage Interior
-Red Exterior (Default)
-White Exterior
-Gray + Line decals Exterior
-Wood Camouflage Exterior
Be sure that you have the Unity post processing stack installed in your project, the post process setup used in the screenshot is available in the package
The brake caliper are separated to lock their rotation like in the real world.
bottom protection parts are also separated for your potential destruction system.
Price $59.00
Teutonic Knight by Moonstar2D Arts
TEUTONIC KNIGHT
Very well animated and lovely designed chibi style crusader knight. Populate your platformer game with the teutonic knight. Put him in a beat’em up game and smash waves of enemys.
50 Animations
Bring your game to life with a variety of available animations. Here is a list of all animations:
air attack a
air attack b
attack a (primary attack)
attack b (primary attack)
attack c (overhead)
attack d (uplifting strike)
attack e (spinwheel)
cast fireball(magic, ranged attack)
dance
dash backward
dash forward
die a
die b
default pose
duck
happy greeting
horse attack a
horse attack b
horse gallop
horse idle
hurt a
hurt idle
i must pee(fun anim)
idle a
idle b
jump a
jump b
jump c
kick
lay
lift heavy object
lift idle
lift walk
roll
run
run attack
scared
shield block
shield equip
shoot arrow(ranged attack)
sit
sleep
slide
steady guard
swim
swim idle
throw
walk
idle(mount)
gallop(mount)
High Quality Animations
Animations are done using the free and powerful animation software DragonBones.
Editable and Customizable Animations
you can edit existing animations and modify to suit your needs.
100% Vector
Characters are drawn in Adobe Illustrator CC a vector based drawing tool.
Exports
Animations are exported as png sprites. Same for characters.
Price $6.99
Very well animated and lovely designed chibi style crusader knight. Populate your platformer game with the teutonic knight. Put him in a beat’em up game and smash waves of enemys.
50 Animations
Bring your game to life with a variety of available animations. Here is a list of all animations:
air attack a
air attack b
attack a (primary attack)
attack b (primary attack)
attack c (overhead)
attack d (uplifting strike)
attack e (spinwheel)
cast fireball(magic, ranged attack)
dance
dash backward
dash forward
die a
die b
default pose
duck
happy greeting
horse attack a
horse attack b
horse gallop
horse idle
hurt a
hurt idle
i must pee(fun anim)
idle a
idle b
jump a
jump b
jump c
kick
lay
lift heavy object
lift idle
lift walk
roll
run
run attack
scared
shield block
shield equip
shoot arrow(ranged attack)
sit
sleep
slide
steady guard
swim
swim idle
throw
walk
idle(mount)
gallop(mount)
High Quality Animations
Animations are done using the free and powerful animation software DragonBones.
Editable and Customizable Animations
you can edit existing animations and modify to suit your needs.
100% Vector
Characters are drawn in Adobe Illustrator CC a vector based drawing tool.
Exports
Animations are exported as png sprites. Same for characters.
Price $6.99
Lion Toon by WDallgraphics
Lion Cartoon 3D model.
21 Animations in Root Motion
2 Textures (4096x4096)
2 Materials
1 Prefab
1 Animator Controller
1 Skybox
2 Scripts
1 Scene demo
5882 quad polygons on this mesh
5833 vertices on this mesh
Textures
lion_D.png
lioneye_D.png
Animations List
attack
attack2
die
eat
getup
hit
idle
jump
liedown
lying
roar
run
runleft
runright
threat
trot
trotleft
trotright
turnleft
turnright
walk
Animation demo
Price $20.00
21 Animations in Root Motion
2 Textures (4096x4096)
2 Materials
1 Prefab
1 Animator Controller
1 Skybox
2 Scripts
1 Scene demo
5882 quad polygons on this mesh
5833 vertices on this mesh
Textures
lion_D.png
lioneye_D.png
Animations List
attack
attack2
die
eat
getup
hit
idle
jump
liedown
lying
roar
run
runleft
runright
threat
trot
trotleft
trotright
turnleft
turnright
walk
Animation demo
Price $20.00
Realistic Train HQ by PADDINGSONS Outsourcing
Realistic Train with simulator quality interior, higly detailed 4k textures. Package suitable for PC games and visualizations.
Interior and exterior prepared for animation - separate wheels, switches, levers.
Technical Details
Train Exterior polycount -LOD0: 65457 tris -LOD1: 41312 tris -LOD2: 5220 tris -Shadow Caster: 25000 tris -Collider: 1153 tris
Train Interior polycount -LOD0: 29485 tris -LOD1: 7300 tris -LOD2: 1900 tris -Shadow Caster: 4478 tris -Collider: 162 tris
Textures -Exterior: 4096 (Albedo+Smoothness, Metallic, Normal, Occlusion, Emissive) -Interior: 4096 (Albedo+Smoothness, Metallic, Normal, Occlusion, Emissive) -Glass: 2048 (Albedo+Smoothness, Normal)
Package includes 6 prefabs in total. Three animation ready versions and three static versions of train - merged objects as much as possible to reduce number of draw calls.
If you like our work, don't forget to rate.
Need help? Please contact us at contact@paddingsons.com
Source files are available on request.
Price $35.00
Interior and exterior prepared for animation - separate wheels, switches, levers.
Technical Details
Train Exterior polycount -LOD0: 65457 tris -LOD1: 41312 tris -LOD2: 5220 tris -Shadow Caster: 25000 tris -Collider: 1153 tris
Train Interior polycount -LOD0: 29485 tris -LOD1: 7300 tris -LOD2: 1900 tris -Shadow Caster: 4478 tris -Collider: 162 tris
Textures -Exterior: 4096 (Albedo+Smoothness, Metallic, Normal, Occlusion, Emissive) -Interior: 4096 (Albedo+Smoothness, Metallic, Normal, Occlusion, Emissive) -Glass: 2048 (Albedo+Smoothness, Normal)
Package includes 6 prefabs in total. Three animation ready versions and three static versions of train - merged objects as much as possible to reduce number of draw calls.
If you like our work, don't forget to rate.
Need help? Please contact us at contact@paddingsons.com
Source files are available on request.
Price $35.00
Cross Platform Instagram Story Kit by Voxel Busters Interactive
Cross Platform Instagram Kit a true cross platform plugin for Unity which provides unique and unified way to access Instagram sharing features on mobile platforms.
Plugin supports mobile platforms Android (API 14 and above), iOS (9.0+)
Our Other Top Selling Products Cross Platform Native Plugins | Cross Platform Easy Save | Cross Platform Replay Kit | Cross Platform Snapchat Kit
Highlights:
• Unified API design.
• Auto-generates Android Manifest file.
• Full source code is included.
Important links:
Support | Tutorials
Feature set:
• Share Stories on Instagram
• Add your own customised Stickers
• Share Picture on Instagram
• Share Video on Instagram
Note:
This asset uses below third party libraries.
1. ExifLib under MIT License.
See Third-Party Notices.txt file in the package for details.
We love to hear from you! Contact us, share your feedback, suggestions at Support.
Price $10.00
Plugin supports mobile platforms Android (API 14 and above), iOS (9.0+)
Our Other Top Selling Products Cross Platform Native Plugins | Cross Platform Easy Save | Cross Platform Replay Kit | Cross Platform Snapchat Kit
Highlights:
• Unified API design.
• Auto-generates Android Manifest file.
• Full source code is included.
Important links:
Support | Tutorials
Feature set:
• Share Stories on Instagram
• Add your own customised Stickers
• Share Picture on Instagram
• Share Video on Instagram
Note:
This asset uses below third party libraries.
1. ExifLib under MIT License.
See Third-Party Notices.txt file in the package for details.
We love to hear from you! Contact us, share your feedback, suggestions at Support.
Price $10.00
Editable SURVIVAL Icons by Shawn Lim
46 Editable icons ready to be used in your games. Icon images with transparent background provided. All icons are of high quality (256x256) and highly customisable.
Survival Skills, Traps, Resources and more!
Icon Set Includes (all .png, 256x256):
- 3 background overlays
- 46 full, complete icons
- 46 full, complete icons in grayscale
- All icon images without background (transparent background png)
- PSD file
Great for Survival, Horror and RPG games!
Price $9.99
Survival Skills, Traps, Resources and more!
Icon Set Includes (all .png, 256x256):
- 3 background overlays
- 46 full, complete icons
- 46 full, complete icons in grayscale
- All icon images without background (transparent background png)
- PSD file
Great for Survival, Horror and RPG games!
Price $9.99
HD Christmas Tree Cedar Pine by Jim
This asset package contains 4 Cedar Trees.
3 Cedar Trees are High Polygon FBX Model. These are exported from ZBrush and Optimized Triangles roughly. So the 3 Cedar Trees are not suitable for video games, but performance well in showroom. Please optimize triangles by yourself.
1 Cedar Trees is lowpolygon FBX Model. It is worked well in video games.
INSIDE:
- Cedar1, 266199 triangles.
- Cedar2, 369140 triangles.
- Cedar3, 476106 triangles.
- Cedar4, 1265 triangles.
Take a look at the screenshots for more detail.
Price $4.99
3 Cedar Trees are High Polygon FBX Model. These are exported from ZBrush and Optimized Triangles roughly. So the 3 Cedar Trees are not suitable for video games, but performance well in showroom. Please optimize triangles by yourself.
1 Cedar Trees is lowpolygon FBX Model. It is worked well in video games.
INSIDE:
- Cedar1, 266199 triangles.
- Cedar2, 369140 triangles.
- Cedar3, 476106 triangles.
- Cedar4, 1265 triangles.
Take a look at the screenshots for more detail.
Price $4.99
PostEffectHighlightFire by sdqq1234
This is a simple Post Effect Highlight Fire.
This shader is write by amplify shader editor V1.5.4.
If you have amplify shader editor V1.5.4,
you can editor this shader by amplify shader editor directly.
If the effect not work,please mail
zhangsdqq1234@gmail.com
Price $5.00
This shader is write by amplify shader editor V1.5.4.
If you have amplify shader editor V1.5.4,
you can editor this shader by amplify shader editor directly.
If the effect not work,please mail
zhangsdqq1234@gmail.com
Price $5.00
Reaction AI Steroid Edition by NovoSync Mobility Inc
Combine Reaction AI Combat with A* Pathfinding and Automatic Sound Detection!
v4.0
Core features:
A* pathfinding
NPC AI Combat
Automatic Sound detection and follow
saving and loading
User Guide
View the sample demo videos!
Reaction AI Steroid Edition brings a new feature that leverages the A* pathfinding implementation where the NPC can detect audio playing and then automatically go to that location. It combines some of the logic for the previous section (A* Pathfinding) with its own specific requirements and features.
Combat:
Reaction AI is an artificial intelligence engine to be used for game developers that have non-player characters governed by AI or other game components that rely on artificial intelligence for reactions based on actions by the avatar.
It can also be used for other systems that require learning systems and provides an intelligent output based on input. Reaction AI models the human brain and neural networks in its design. It learns over time and uses past events in a memory system to determine the next best reaction. However, it is pseudo-dynamic in the resulting output based on how well the “brain” is functioning at that time based on stimuli.
The “brain” is divided into four components, each sized proportionally to the human mind. This includes the Frontal Lobe which performs reasoning and emotion, the Parietal Lobe for movement, the Occipital Lobe for visuals, and the Temporal Lobe for memory. When the “brain” is created, the number of total neurons must be specified. This will generate an n-ary tree. At each time a new “brain” is created (i.e. for different NPCs), a different brain structure is created dynamically and pseudo-randomly. When stimuli is applied (i.e. an avatar action), Reaction AI will send a random set (within a range) of electrons to each component of the brain (also proportional to the size of the respective lobe) to activate a subset of the neurons.
The algorithm uses the active neurons to total neurons to determine the performance of the “brain” in each of the lobes for their respective purpose. Thus, a better functioning “brain” will yield more “intelligent” results. Each time stimuli is applied, the “brain” will function slightly better or worse due to the difference in the number of active neurons. This is done by ranking the results and using data based on whether it can map the avatar action with a calculated emotion and prior reaction data for what the NPC “thinks” is the best next action. If certain data fails to map, fallback mechanisms are performed which still are “intelligent”.
There is a memory system where historical data is stored. When a new memory is created, the successfulness of the most recent reaction is also mapped to that memory cell. The data includes what the avatar action was, what was the AI’s output for that action, and how successful it was. This data grows over time and the “search” starts from most recent memory to earlier in time memories. However, the “search” also goes as far back in memory as the number of active neurons at that time. The maximum size of the memory is the total number of neurons in the temporal lobe. When a new memory is created, and the maximum size is reached, the oldest memory is removed. When the “brain” is created, the memory is initialized with a user defined input (one time) for the NPC’s “personality”, which defines the allowed reactions, sub-reactions, and emotions.
The final output of the system is a reaction category, sub-reaction, emotion, visual rank (ranging from 1 -5 where 1 is the lowest rank and 5 is the highest), and a speed value (ranging from 1 – 4 where 1 is the slowest and 4 is the fastest). You can decide how to handle (how the NPC behaves) based on the output, and can cause a different reaction as well based on the values returned for emotion, visuals, and speed. The neural networks involve the structure of the “brain”, the stimuli that activate neurons, the memory, and the personality, being passed to different functions in different parts of the “brain” and results in final outputs. The fact that the system is varying each time a “brain” is created, the performance of the “brain” per stimulus, and what the allowed output values can be, allow Reaction AI to be reused any number of times with varying results. Thus, the same engine can be used for any number of different NPCs or AI based elements. The user defined “size” of the “brain” also introduces dynamics.
Finally, for extremely large “brain” sizes, and longer periods of learning, Reaction AI can be as complex accordingly.
Also, for NPC attacks (proactive actions instead of reaction to avatar action), use Avatar action states as idle=1, blocking=2, starting attack=3, etc)
A* Pathfinding:
Reaction AI v4.0 supports pathfinding for NPCs using the A* algorithm. The asset contains demo scenes, grid files and scripts.
You can have as many NPCs use A* (limited by performance) with their own AStar object. The pathfinding uses a text file that describes the map/level that you must create first.
You can also call the pathfinding method on the same AStar object if the “goal” has changed by calling the setGoalLocation method and setNPCLocation method and then call getShortestPath after that.
Using Reaction AI allows you to path-find to the Avatar, and then use the combat support to enter combat with the Avatar. Furthermore, you can design the NPC with the Reaction AI to have some of its reactions map to follow/find the avatar.
For example, the Brain can use a ‘reaction’ 4 which maps to ‘follow/find’ if the avatar flees and the ‘Brain’ for the NPC has learned this. There are only four API calls required to implement A* within Reaction AI.
Price $12.00
v4.0
Core features:
A* pathfinding
NPC AI Combat
Automatic Sound detection and follow
saving and loading
User Guide
View the sample demo videos!
Reaction AI Steroid Edition brings a new feature that leverages the A* pathfinding implementation where the NPC can detect audio playing and then automatically go to that location. It combines some of the logic for the previous section (A* Pathfinding) with its own specific requirements and features.
Combat:
Reaction AI is an artificial intelligence engine to be used for game developers that have non-player characters governed by AI or other game components that rely on artificial intelligence for reactions based on actions by the avatar.
It can also be used for other systems that require learning systems and provides an intelligent output based on input. Reaction AI models the human brain and neural networks in its design. It learns over time and uses past events in a memory system to determine the next best reaction. However, it is pseudo-dynamic in the resulting output based on how well the “brain” is functioning at that time based on stimuli.
The “brain” is divided into four components, each sized proportionally to the human mind. This includes the Frontal Lobe which performs reasoning and emotion, the Parietal Lobe for movement, the Occipital Lobe for visuals, and the Temporal Lobe for memory. When the “brain” is created, the number of total neurons must be specified. This will generate an n-ary tree. At each time a new “brain” is created (i.e. for different NPCs), a different brain structure is created dynamically and pseudo-randomly. When stimuli is applied (i.e. an avatar action), Reaction AI will send a random set (within a range) of electrons to each component of the brain (also proportional to the size of the respective lobe) to activate a subset of the neurons.
The algorithm uses the active neurons to total neurons to determine the performance of the “brain” in each of the lobes for their respective purpose. Thus, a better functioning “brain” will yield more “intelligent” results. Each time stimuli is applied, the “brain” will function slightly better or worse due to the difference in the number of active neurons. This is done by ranking the results and using data based on whether it can map the avatar action with a calculated emotion and prior reaction data for what the NPC “thinks” is the best next action. If certain data fails to map, fallback mechanisms are performed which still are “intelligent”.
There is a memory system where historical data is stored. When a new memory is created, the successfulness of the most recent reaction is also mapped to that memory cell. The data includes what the avatar action was, what was the AI’s output for that action, and how successful it was. This data grows over time and the “search” starts from most recent memory to earlier in time memories. However, the “search” also goes as far back in memory as the number of active neurons at that time. The maximum size of the memory is the total number of neurons in the temporal lobe. When a new memory is created, and the maximum size is reached, the oldest memory is removed. When the “brain” is created, the memory is initialized with a user defined input (one time) for the NPC’s “personality”, which defines the allowed reactions, sub-reactions, and emotions.
The final output of the system is a reaction category, sub-reaction, emotion, visual rank (ranging from 1 -5 where 1 is the lowest rank and 5 is the highest), and a speed value (ranging from 1 – 4 where 1 is the slowest and 4 is the fastest). You can decide how to handle (how the NPC behaves) based on the output, and can cause a different reaction as well based on the values returned for emotion, visuals, and speed. The neural networks involve the structure of the “brain”, the stimuli that activate neurons, the memory, and the personality, being passed to different functions in different parts of the “brain” and results in final outputs. The fact that the system is varying each time a “brain” is created, the performance of the “brain” per stimulus, and what the allowed output values can be, allow Reaction AI to be reused any number of times with varying results. Thus, the same engine can be used for any number of different NPCs or AI based elements. The user defined “size” of the “brain” also introduces dynamics.
Finally, for extremely large “brain” sizes, and longer periods of learning, Reaction AI can be as complex accordingly.
Also, for NPC attacks (proactive actions instead of reaction to avatar action), use Avatar action states as idle=1, blocking=2, starting attack=3, etc)
A* Pathfinding:
Reaction AI v4.0 supports pathfinding for NPCs using the A* algorithm. The asset contains demo scenes, grid files and scripts.
You can have as many NPCs use A* (limited by performance) with their own AStar object. The pathfinding uses a text file that describes the map/level that you must create first.
You can also call the pathfinding method on the same AStar object if the “goal” has changed by calling the setGoalLocation method and setNPCLocation method and then call getShortestPath after that.
Using Reaction AI allows you to path-find to the Avatar, and then use the combat support to enter combat with the Avatar. Furthermore, you can design the NPC with the Reaction AI to have some of its reactions map to follow/find the avatar.
For example, the Brain can use a ‘reaction’ 4 which maps to ‘follow/find’ if the avatar flees and the ‘Brain’ for the NPC has learned this. There are only four API calls required to implement A* within Reaction AI.
Price $12.00