Hey ALL,
I'm at the stage now were I can start giving my enemy object(s) some "intelligence". I want to start simple by using pre-defined patterns but I have no idea on were to start. My idea is to have the "pattern" in a pre-defined script that can be loaded and parsed at load time. As simple example say a door guard moves from left to right and then back again. Any ideas?.
Thoughts/Suggestions appreciated.
MAMEman.
Predefined AI patterns
Started by netwalker, May 21 2007 03:45 PM
4 replies to this topic
#1
Posted 21 May 2007 - 03:45 PM
#2
Posted 21 May 2007 - 10:43 PM
Sounds like you want a finite state machine. They are pretty good for 8-bit style boss AI.
#3
Posted 22 May 2007 - 03:25 PM
Get it working using C++ (or whatever native language you are using) before bothering with scripts.
#4
Posted 03 August 2007 - 11:17 AM
Well, its a good idea to start using patterns, rather than writing haphazard code.
But scripts are a bad idea, if you are just starting off, its important to know how it works.
As suggested by geon, FSM is the best approach for simple games.
FSM are the basic blocks of any solid AI architecture.
its really simple,
define a set of states, then define output for each state on certain input, it can also be another state
details http://en.wikipedia....e_state_machine
and it all works in simple code.
cheers
But scripts are a bad idea, if you are just starting off, its important to know how it works.
As suggested by geon, FSM is the best approach for simple games.
FSM are the basic blocks of any solid AI architecture.
its really simple,
define a set of states, then define output for each state on certain input, it can also be another state
details http://en.wikipedia....e_state_machine
and it all works in simple code.
cheers
#5
Posted 20 August 2007 - 06:31 PM
Don't forget some waypoints... but then again, what type of game are you making?
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users












