
Check the resources and find out how to implement a Finite State Machine hands-on
Explore the most common types of game AI, including enemies, companions, squad-based units, and pathfinding, and learn how invisible helpers and debugging AIs shape gameplay.
Examine how an AI agent's brain, senses, body, and legs drive decisions. Compare finite state machines, behavior trees, planning, and utility AI with examples from Doom, Halo, F.E.A.R., Dragon Age.
Learn how game agents navigate by turning complex environments into digestible representations, enabling movement, obstacle avoidance, and reaching targets using grids, graphs, or navmeshes.
Explore grids as foundations for 2D environments and flat 3D surfaces in Godot, reference by rows and columns, set walkable areas, and understand pros, cons, and the alternative of graphs.
Explore finite state machines (FSMs) as a graph of states and transitions driving game AI actions like patrol and attack, with pros, cons, and hierarchical FSMs for Godot.
Explore how pathfinding uses graph-based search to connect point A to B, aiming for the shortest route, and how the domain and algorithms like A*, Dijkstra, DFS, and BFS interact.
Build a range sensor using a sphere collision and a range detector to maintain a dynamic target list, emit enter/exit signals, and prevent self-detection.
Learn to implement a 60-degree field of view in Godot, using normalized vectors, dot products, and cosine bounds, and combine with range and raycasts for line of sight.
Explore the full game ai project with examples and a demo scene, organized by folders 01-06, featuring modular scripts and a reusable hp system.
Learn the main player setup in a self-contained Godot scene, including turret aiming with the mouse, keyboard movement, and firing projectiles from multiple fire points.
Explore tank projectiles by examining linear, rocket, and arc types, and how a reusable weapon system initializes, moves, and handles collisions, damage, timers, and trails.
Initialize the enemy tank mover with a vector3 path. Move the tank along the path using direction, speed, and delta, rotate the mesh with look_at, and emit finish when done.
Propagates knowledge between ai agents using a main communicator and a signal projectile to inform nearby targets, managed by nearby and signaled lists and timers.
Discover how the cover system selects retreat points for a Godot tank AI by querying Buildings and using closest or furthest cover strategies, with cycling of used covers.
Patrol state uses a finite state machine to move the tank: acquire or generate a waypoint, plan a navmesh path, and drive to the position until a target or retreat.
Explore attack state machines for Godot tank AI, including aggressive, defensive, and tactical patterns that move to targets, fire, reload, burst, and move to cover.
Explore operators in GDScript for assigning values and arithmetic with a, b, and c, including addition, subtraction, multiplication, division, and boolean and or logic.
Explore how code executes from top to bottom and master flow control in Godot GDScript, including if, match (switch), for, and while loops, with practical comparisons.
Learn data structures for game ai, including queues, graphs, and grids, and implement bfs and dfs in gdscript for pathfinding and sensors using array2D and godotnext.
By the end of this course you will implement your own AI System.
Find out the key components of a professional Game AI: Decision Making, Pathfinding and Compete & Collaborate.
Decision Making
Realtime decision making is one of the key components when creating a solid Game AI.
There are many ways to achieve this, be it either Finite State Machines, Behavior Trees, Planning.
The course focuses on Hierarchical Finite State Machines, an improvement over the original State Machines.
HFSM are currently used in modern games like Doom 2016. They are easy to understand and powerful.
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Learn how a Finite State Machine works and how to use a Hierarchical State Machine for your own game project.
Pathfinding
Once a decision is made, the AI Agent needs to move from A to B. Here is where pathfinding comes into play.
In these days, the pathfinding component is integrated in the game engine itself.
In the hands-on project we will make use of Godot's Navmesh System.
This course also focuses on teaching the core concepts of how a pathfinder works.
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Learn how a pathfinder works and how to create one from 0.
Find out how to use Godot's Navmesh in a Game AI project.
Discover how to create cover points and use them accordingly when picking a final destination.
Compete & Collaborate
The last piece of the puzzle of a great AI is also in this course!
Having the AI Agents not only detect what's around them by using sensors but also communicate between is a must in modern games.
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Learn how to implement range, field of view, raycast, hit detection and communication.
Find out how to give unique personalities to your AI Agents for a superior game experience
AI Personality: Aggressive
Meet the Agressive AI! Made to seek & kill with a low chance of retreat, this is the perfect killing machine!
It's main features are a linear projectile, a range sensor combined with raycast and a low chance of retreat.
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Learn how to put together an AI Agent that seeks to kill.
AI Personality: Defensive
Combining attacking with defense is another way to approach a fight. And this is how this AI operates.
Its main features are rocket projectiles, range/raycast sensors and a 50-50% attack/retreat chance.
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Learn how to put together a balanced AI Agent that not only seeks the target but also the nearest good cover.
AI Personality: Tactical
This AI never attacks directly. By having a long range sensor and no raycast, once the enemy is detected a vantage point will be also determined.
The Tactical AI goes to cover, adjusts for missed hits and fires a long-range projectile.
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Learn how to put together an AI Agent that uses long-range projectiles, adjusts for errors.
Full Game AI Project Included
You will get not only the examples, but also a full project that features an AI System ready to be used in a game - yes, yours included!
What you will be getting:
Relevant examples for each implementation part
Full modular project that you can explore and reuse for your game
Hierarchical Finite State Machines are used to implement the AI logic
Documented Source Code files in C#
3 Types of AIs: Aggressive, Defensive and Tactical
3 Projectile Types: Shell, Rocket and Mortar
2 Types of Firing mode: Normal and Burst
2 Patrol modes: Waypoints, Random Movement (interchangeable at runtime)
AI Communication System - propagate information between agents
Full Player Movement and Firing System
Game Assets - Buildings, Tanks and props
Everything properly organized in a tidy file structure, prefabs, modular components and more