2
votes
1answer
99 views

Using an FSM, how do you clean up state related attributes that may be used from several states?

I'm making a game that plays a bit like Diablo, but you can harvest resources like in an RTS. I have the following states in my FSM: IdleState, ApproachingTargetCoordinateState, ...
5
votes
1answer
376 views

How do you parameterize turn based AI?

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 ...
0
votes
1answer
263 views

Behavior Trees and Animations

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 ...
2
votes
2answers
561 views

2D AI Engines/ Resources?

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 ...
8
votes
2answers
806 views

How to manage all the NPC/AI objects on the server?

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 ...
16
votes
4answers
3k views

How to implement behavior in a component-based game architecture?

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 ...
8
votes
4answers
454 views

What's the best practice to have NPC enemies taking cover in an FPS game?

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 ...
10
votes
3answers
750 views

How do I make complex AI manageable? [closed]

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 ...