I would like to create/find an AI algorithm/process that can be parameterized such that a change in the parameters causes a change in the AI behavior. I am specifically looking to apply this to a turn ...
I have started working on the AI for a game, but am confused how I should handle animations. I will be using a Behavior Tree for AI behavior and Cocos2D for my game engine. Should my ...
i'm wondering if there's any 2D AI source code or engines out there. I'm inspired by the Euphoria engine, and want to use whatever is already out there to make something like it in 2D, where the ...
I'm writing a simple MMO, and currently have the the server-client architecture in place for multiple users to see each other and be able to move around together...now its time to add enemies. Was ...
I am starting to implement player and enemy AI in a game, but I am confused about how to best implement this in a component-based game architecture. Say I have a following player character that can ...
My question is about the data structure (and logical way to use this structure) behind this type of comportment of NPC enemy : How does he computes the place where he can take cover when the player is ...
In the past, I've used simple systems like finite state machines (FSMs) and hierarchical FSMs to control AI behavior. This pattern falls apart very quickly or any complex system. I've heard about ...