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, ...
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 ...
Recently I have read interesting slides about game object design written by Marcin Chady Theory and Practice of the Game Object Component Architecture. I have prototyped quick sample that utilize all ...
I've been entertaining myself lately by programming a simple text-based adventure game, and I'm stuck on what seems like a very simple design issue. To give a brief overview: the game is broken down ...
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 ...