Behaviour tree system for cross class usage

Get help using Construct 2

Post » Tue Jan 05, 2016 2:41 pm

I'm looking for suggestions how to best set up a system that lets me define unique behaviour trees for my different enemy archetypes.

Atm I have sort of a state machine of reusable states that each archetype uses.
Each state has a fixed set of state exits and per type I define to what state this type will to go to from each individual exit. That's fairly flexible but still has some rigidity.

I was wondeing if anyone has any good examples flying around of some best practise AI setups?
B
12
S
5
Posts: 204
Reputation: 1,648

Post » Fri Jan 08, 2016 4:59 pm

Stanford has a nice page on AI: http://theory.stanford.edu/~amitp/GameProgramming/

Pathfinding seems to be the place to start when learning AI.
https://www.ravenheart.ca/home
Company name changed to avoid Facebook-type shenanigans

"Someone once told me I bite off more than I can chew...

I told them I would rather choke on greatness than nibble on mediocrity."
B
22
S
6
G
1
Posts: 1,370
Reputation: 4,734

Post » Fri Jan 08, 2016 5:07 pm

"Pathfinding seems to be the place to start when learning AI."

Well, knowing where it is in relation to where everything else is at least.
Image ImageImage
B
167
S
49
G
155
Posts: 8,112
Reputation: 100,770


Return to How do I....?

Who is online

Users browsing this forum: Ami Samad, CJacobsSA, ismael123, Lancifer, lwgames, nextogogames and 5 guests