
The development of video game components involves the creation of interactive and functional elements that make up the gaming experience. This section covers game mechanics, user interaction, and basic artificial intelligence.
Movement and physics are fundamental in most games, providing realism and dynamism.
Movement:
– Transform-based movement: Used for simple and direct movements.
– Example in Unity:

– RigidBody-based movement: Used for movements that require interaction with motor physics.
– Example in Unity:

Physical. Application of Forces:
– Example in Unity:

Gravity and Collisions: Configured through the ‘Rigidbody’ component in Unity or ‘PhysicsBody’ in Godot.
Collisions and crash detection are essential for the interaction between objects in a game.
Collisions:
– OnCollisionEnter: Method in Unity for detecting collisions.
Crash Detection:
– Raycasting: A technique for detecting collisions and lines of sight.
– Example in Unity:

Input and control systems manage how players interact with the game.
Input Systems:
– Keyboard and Mouse:
– Example in Unity:

– Game Controllers:
– Example in Unity:

User interfaces (UIs) and HUDs (Head-Up Displays) provide interactive information and options to players.
User Interfaces:
– Basic UI Creation:
– Example in Unity (UI Canvas):

HUDs:
– Common HUD Elements:
– Health Bar:

– Minimaps: Real-time representation of the player’s position and their environment.
Basic artificial intelligence for NPCs (non-Player Characters) includes behaviours such as patrolling, tracking, and attacking.
Patrol:
– Example in Unity:

Tracking:
– Example in Unity:

Pathfinding and navigation are crucial to moving NPCs around the game environment realistically.
Pathfinding:
– A (A-Star): An algorithm commonly used to find optimal paths.
– Example in Pseudocode:

Navigation:
– NavMesh: Used in engines such as Unity for navigation and pathfinding.
– Example in Unity:

These sections provide a comprehensive view of the development of essential components in video games, from game mechanics and input systems to user interfaces and basic artificial intelligence.