Game Development Reference
In-Depth Information
Summary
In this chapter, we went through the most popular way to set up behaviors for game
entities and behavior trees. We went through the process of defining behaviors, de-
ciding the different actions the behaviors will perform and the transitions between the
actions. Then, we set up a character and run the game. This is the process to create
logic for your game characters, deciding what the behaviors are and the different con-
ditions that can cause them to become active.
In the next chapter, we will look at how to use behavior trees more with character
movement and see how to set up the wander behavior for crowd creation. We will
explore AIs that will control a large collection of NPCs moving in distinctly separate
low-repeating paths.
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