The design and/or logic of how an in-game entity makes decisions about its behavior.
40
votes
10answers
4k views
New to creating AI - where to start?
I am new to game programming and am trying to make a basic 2d top-down space game with 2 space ships that fight each other. I am doing well with the user controlled space ship, but have no idea how ...
18
votes
10answers
3k views
Available AI middleware
A useful list of AI middleware. Please provide URL, free/open-source or licenced, and brief description of abilites.
Format:
*Package* (License)
Link
Pros
Cons
16
votes
8answers
860 views
How to demo Advanced Game AI as a portfolio piece?
Basically every Game company wants to see a portfolio that exhibits your skill set. If you're specializing in AI though, what and how should you show off your skills.
Some thoughts
Is nice ...
19
votes
5answers
1k views
Target Tracking: When to accelerate and decelerate a rotating turret?
Say I have a moving circular target defined as:
Vector2 position;
Vector2 velocity;
float radius;
And a rotating turret (mounted on a moving vehicle of some kind) defined as:
Vector2 position;
...
8
votes
3answers
1k views
PacMan character AI suggestions for optimal next direction
Firstly, this is AI for PacMan and not the ghosts.
I am writing an Android live wallpaper which plays PacMan around your icons. While it supports user suggestions via screen touches, the majority of ...
5
votes
3answers
1k views
Patterns for racing AI behaviour
So let's say you've got a spline-based racing AI. Assume it can already handle the basics of braking and steering around the track.
How would you structure and implement collision avoidance, ...
9
votes
3answers
621 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 ...