Game Development Reference
In-Depth Information
Summary
This concludes the last of two chapters on crowd AI. Where the previous chapter fo-
cused on defining crowds by defining wander behaviors for different characters in-
dividually, in this chapter we focused on defining groups as a whole. We discussed
steering-based group design and looked at the Fame Crowd Simulation API that you
can use to set up crowds easily, give them direction, and have them adjust steering
based on other factors in the environment, obstacles, and vector fields. We then dis-
cussed defining your own crowd AI for more unique systems and looked at ANT-Op
as an example of this. This should give you all the info you need to create all kinds of
crowds for your games.
In the next few chapters, we will turn the focus to having AI characters interact with
their environment. In Chapter 6 , Sensors and Activities , we will look at having our
characters sense things in the environment and react to them.
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