Game Development Reference
In-Depth Information
Summary
We were able to get patrolling operational in all three AIs. Each AI had its own ap-
proach.
Forpatrolaswellaspathfinding, QuickPath hadveryfewsteps. Ifyourneedismostly
pathfinding, it does exactly what it claims to do easily. As for React, it does not have
patrol out of the box, as we saw in the last chapter. However, it was not difficult to
create a script that operates inside its behavior tree AI editor. This is a powerful sys-
tem that you can use to allow designers to easily access and apply your awesome
scripts, but you have to be comfortable programming to build the pieces for it. For
RAIN, which made this about as easy as a big red button. With one setting changed,
we changed the pathfinding AI into a patrolling AI. RAIN comes equipped with a huge
variety of prebuilt character controlling; we looked at how to use a different waypoint
system, a waypoint network, to give variety to our character when patrolling.
This concludes our chapters on setting up basic character pathfinding and movement.
In later chapters, we will look in more detail at different aspects of this, such as anim-
ation and creating navigation meshes. In the next chapter, we will look at customizing
our characters by investigating behavior trees in more detail. We will also learn to cre-
ate more advanced setups using behavior trees.
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