According to this article in league of legends matchmaking there's an average of 50/50 chances of winning or loosing a game based on how system ranks a specific account (player skill). However this ...
I just finished coding a generic Behavior Tree structure for my games. My question is, when creating behaviors for enemy AI's, do I create one large behavior tree with every possible configuration as ...
Is it correct to assume that behavior trees work for AI, but the player character and static entities still need state machines?
When I read discussions about state machines vs. behavior trees, it is often in favor of using one over the other. However, this seems odd to me that you wouldn't still need a state machine to manage ...