Tagged Questions
4
votes
2answers
248 views
AI system recommendations for a Hive mind system
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 ...
1
vote
1answer
115 views
State machine interpreters
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 ...
0
votes
1answer
155 views
Implementing a FSM with ActionScript 2 without using classes?
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 ...
0
votes
1answer
271 views
Basic AI FSM - Handling state transition
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 ...
9
votes
3answers
2k views
How to wire finite state machine into component-based architecture?
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 ...
6
votes
2answers
458 views
What is a convincing Berserker enemy AI finite state machine for a Roguelike
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 ...
5
votes
2answers
523 views
Integrating an AI state machine with actions that take more than 1 tick
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 ...
2
votes
2answers
605 views
States, actions logic am I doing it right?
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 ...