Udemy – Build A Multiplayer Kart Racing Game In Unity V.2019
Learn all about vehicle physics, game mechanics, AI, and networking for multiplayer kart racing experiences. What you’ll learn
How to use Unity’s Vehicle Physics system to create a four wheeled vehicle from scratch.
How to implement the Photon Networking Service in Unity Games.
Artificial Intelligence techniques relevant to racing mechanics.
Have a solid understanding of C#
Be familiar with the Unity Game Engine
Build a Multiplayer Kart Racing Game From Scratch in Unity will use Unity 2019 and Photon networking tools to take you step-by-step through the setup and development of your own go-kart experience.
The kart racing genre goes back to the 1980s, though it was popularised by Super Mario Kart (1992) and Crash Team Racing (1999). The genre mixes racing and arcade type mechanics with well-known fictional characters and funky tracks littered with pickups and obstacles. Creating such a game combines the skills of networking, artificial intelligence, interface design, special effects and audio.
In this course, Penny reveals the most popular AI techniques used for creating NPC racing character behaviour in games using her internationally acclaimed teaching style and knowledge from over 25 years working with games, graphics and having written two award-winning books on games AI. Throughout, you will follow along with hands-on workshops designed to take you through every step of putting together your own kart racing game. You will first construct from scratch a single-player experience with intelligent NPC components and then add on networking functionality with a Photon master server to create a multiplayer game.
Learn how to program and work with:
Car physics and controllers built from the ground up with Unity’s wheel colliders and rigid bodies;
AI driven cars with waypoint navigation, smart acceleration & braking and avoidance behaviours;
Race Track Mini-maps with Player positions, rear view cameras and leaderboards;
Networking with Photon including setting up a master server, remote procedure calls and networked object instantiation;
Character selection for vehicle types and player names; and
Graphical User Interfaces.
Contents and Overview
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