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The design and/or logic of how an in-game entity makes decisions about its behavior.

1
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way. To look at it from a purely performance/architecture point of view, let's assume that you want individual behavior. It's unlikely that you can reuse a lot of computation, as AI is usually very … : their position, their state, which BT node is active, etc. This will give you most of the savings you'd get from centralizing the AI. Finally, when you need some coordination, look up Blackboard …
answered Jul 14 '14 by Sergio
0
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If you want to keep your agents as OBBs, then you'll have to do a proper intersection test. The problem you're having is that you're treating the moving entity as a point, and doing a simple raycast. …
answered Jul 14 '14 by Sergio
1
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memory-wise, but requires you to be able to undo all the actions to do the search. In general, I'd recommend having a simplified representation of the objects, for AI reasoning purposes. This is … update animation states if the AI doesn't care about it). Finally, standard optimization advice applies. Profile, see what's expensive to copy, then make it cheap :) …
answered Jul 14 '14 by Sergio
2
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First of all, a warning. The problem you're trying to solve is complex enough that most professional games don't even bother unless it's a key part of the gameplay. So my advice would be to cheat as m …
answered Jul 14 '14 by Sergio
0
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I'm not sure that I'd call what you describe Event Driven BTs, but then again, driving a BT fully with events is no small feat. Addressing your specific issue, you're right. If you have a unique sche …
answered Oct 10 '14 by Sergio
1
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A kd-tree or AABB tree is a great data structure, if the objects are going to be static, or mostly static, as they are not cheap to update. But it seems like those structures would be more useful to …
answered Jul 14 '14 by Sergio
3
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Behavior Trees are a great way to structure your behavior, but they can suffer from excessive "checking", as you point out. By design, a BT will jump to another branch in the tree if a higher priority …
answered Jul 19 '14 by Sergio
0
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It sounds like what you want is named delegates. If I understand it correctly, your actions are just a call to a function in an existing component. Then all you need is to store a member function poin …
answered Oct 10 '14 by Sergio