Im currently starting to work on a game project where a player will be faced against an enemy which has a hive mind. I was wondering if anyone could recommend an A.I system which I could use as at the ...
I wrote my own state machine tool in C and at this point I'm faced with two choices for specifying state machines. Crafting a little language and writing a interpreter. Writing a compiler for that ...
I have seen several references of A.I. and FSM, but sadly I still can't understand the point of an FSM in AS2.0. Is it a must to create a class for each state? I have a game-project which also it has ...
I'm starting to study on how to implement game AI, and it seems to me that a very simple FSM for my Pong demo would be a nice way to start. My vision on implementing this would be to have a basic ...
State machines seem to cause harmful dependencies in component-based architectures. How, specifically, is communication handled between a state machine and the components that carry out state-related ...
I'm looking for a way to create a convincing Berserker enemy in a Roguelike I've been creating for some time. You may assume a game like NetHack for this when considering what kinds of actions can be ...
Background: I'm having a problem conceptualising something which seems to be pretty fundamental. We have, what I believe to be, a traditional 'game loop', which runs at 60 fps and iterates through ...
Currently I have the follow states: Need To Run Run Need To Walk Walk Need To Fight Fight Am I misunderstanding it and mixig possible actions with states ? I mean, to me Need To Run would either ...