Game Development Reference
In-Depth Information
Summary
We were able to use scripting and behavior trees in both React AI and RAIN to ef-
fectively create a wandering AI. Each AI had strengths and weaknesses, though the
weaknesses were more of a preference.
Behavior tree editors were used in both RAIN and React, and both work in a similar
fashion. In RAIN, you can start editing a tree from the menu, or from the editor itself.
(It had the option to select the behavior directly in the editor.) With React, you can do
this from the Project tab, by right-clicking and choosing to edit it. React had premade
scripts that can do nearly all the actions that were needed, except that instead of se-
lecting randomly from a list of targets with the tag, it would select a target expecting
only one object with that tag. With RAIN, we made a custom action node to choose a
location to go to.
Both React and RAIN AI are general AI systems that are useful for many different
types of game situations, so neither were designed specifically to handle crowds. In
the next chapter, we will look at different tools with more focus on creating crowd AI.
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