Index
A
- action latency / Action latency
- actions
- creating / Creating actions
- idle action / The idle action
- die action / The die action
- reload action / The reload action
- shoot action / The shoot action
- random move action / The random move action
- move action / The move action
- flee action / The flee action
- pursue action / The pursue action
- actions, node type / Actions
- agent-steering forces
- about / Agent-steering forces
- seeking steering forces / Seeking
- applying, to agent / Applying steering forces to an agent
- horizontal agent speed, clamping / Clamping the horizontal speed of an agent
- seeking agent, creating / Creating a seeking agent
- pursuing agent, creating / Pursuit
- fleeing steering behavior, creating / Fleeing
- evasion behavior / Evasion
- wandering behavior / Wandering
- target speed / The target speed
- path, following / Path following
- path following agent, creating / Creating a path following agent
- agent actions
- states / Agent actions
- about / Agent actions
- data members, adding / Adding data members
- initializing / Initializing an action
- updating / Updating an action
- cleaning up / Action cleanup
- member functions / Action member functions
- agent auditory senses / Agent auditory senses
- agent behaviors
- updating / Updating agent behaviors
- agent behaviors, updating
- enemy selection / Enemy selection
- retreat positions, selecting / Scoring dangerous positions
- flee position, calculating / Calculating the best flee position
- agent class / Agent
- agent communications
- handling / Handling agent communications
- agent Lua script
- creating / Creating an agent Lua script
- visual representation, creating / Creating a visual representation
- agent position, updating / Updating an agent position
- agent orientation, updating / Updating an agent orientation
- agent physics
- about / Physics
- mass / Mass
- max force / The max force
- max speed / The max speed
- speed / Speed
- velocity / Velocity
- agent properties
- about / Agent properties
- orientation / Orientation
- location / Location
- size / Size
- agents
- avoiding / Avoiding blocks and agents
- agent senses
- creating / Creating agent senses
- initializing / Initializing senses
- updating / Updating senses
- agent sighting events
- about / Agent sighting events
- new enemy sighted event / New enemy sighted event
- new dead enemy body sighted event / New dead enemy body sighted event
- new dead teammate body sighted event / New dead teammate body sighted event
- agent sightings
- handling / Handling new agent sightings
- intermittent agent sightings / Intermittent agent sightings
- visibility updates, throttling / Throttling agent visibility updates
- event handlers, creating / Creating event handlers
- event handlers, adding / Adding event handlers
- agents movement
- mass / Mass
- speed / Speed
- velocity / Velocity
- acceleration / Acceleration
- force / Force
- agent teams
- assigning / Assigning agent teams
- agent visibility
- about / Agent visibility
- other agents, detecting / Detecting other visible agents
- AI sandbox
- about / Introduction to AI sandbox
- overview / Understanding the sandbox
- project layout / The project layout
- Premake build / The Premake build
- compiling, with Visual Studio / Compiling the sandbox with Visual Studio 2008/2010/2012/2013
- open source libraries / Open source libraries
- open source tools / Open source tools
- Decoda / Lua IDE – Decoda
- running, inside Decoda / Running AI sandbox inside Decoda
- Decoda project, setting up / Setting up a new Decoda project
- Lua scripts, debugging / Debugging Lua scripts
- Decoda Watch window / Decoda Watch window
- Decoda Call Stack window / Decoda Call Stack window
- Decoda Virtual Machines window / The Decoda Virtual Machines window
- Lua and C++, simultaneous debugging / Simultaneous Lua and C++ debugging
- Visual Studio, Attach to Process option / Visual Studio – Attach to Process
- Decoda, Attach to Process option / Decoda – Attach to Process
- Decoda, Attach System Debugger / Decoda – Attach System Debugger
- Lua scripts, associating from code with Decoda / Associating Lua scripts from code with Decoda
- Lua virtual machine / The Lua virtual machine
- Lua stack / The Lua stack
- Lua primitives / Lua primitives
- metatables / Metatables
- metamethods / Metamethods
- userdata / Userdata
- C++, calling Lua functions / C/C++ calling Lua functions
- C, calling Lua functions / C/C++ calling Lua functions
- Lua, calling C++ functions / Lua calling C/C++ functions
- Lua, calling C functions / Lua calling C/C++ functions
- custom userdata, userdata / Creating custom userdata
- demo framework / The demo framework
- animated mesh
- loading / Loading an animated mesh
- animation
- blending / Animation blending
- animation blending
- about / Animation blending
- animation weights / Animation weights
- blend window / Blend window
- blend curves / Blend curves
- linear blend / Linear blending
- blend weights, playing with / Playing with blend weights
- animation clips, skeleton
- about / Animation clips
- playing, on soldier / Playing an animation on our soldier
- soldier animations / Soldier animations
- animation controller
- creating / The animation controller
- commands / Commands
- animation length / The animation length
- animation rate / The animation rate
- animations
- manipulating / Manipulating animations
- enabling / Enabling and disabling animations
- disabling / Enabling and disabling animations
- looping / Looping animations
- length / The animation length
- time / The animation time
- normalized time / Normalized time
- restarting / Restarting an animation
- non-looping animation, playing / Playing a non-looping animation
- rate / The animation rate
- animation states
- playing with / Playing with states
- animation time / The animation time
- application programming interface (API) / Lua binding
- ASM
- about / Animation state machine (ASM), Creating animation state machines
- animal states / States
- transitions / Transitions
- helper functions, creating / Creating helper functions
- states, adding / Adding states
- transitions, adding / Adding transitions
- external helper functions, adding / Adding external helper functions
- states, setting by force / Forcefully setting states
- states, requesting / Requesting states
- updating / Updating the animation state machine, Updating animation state machines
- state transitions, handling / Handling state transitions and state requests
- state requests, handling / Handling state transitions and state requests
- running animations, updating / Updating running animations
- functions, adding to / Adding functions to animation state machine instances
- callbacks, adding to / Adding callbacks to the animation state machine, Adding callbacks to the ASM
- updating, for callback call / Updating the ASM to call callbacks
- auditory events
- about / Auditory events
- BulletShot event / The BulletShot event
- BulletImpact event / The BulletImpact event
- handling / Handling auditory events
- decaying / Decaying auditory events
- avoidance steering behavior
- about / Avoidance
- collision avoidance / Collision avoidance
- obstacle avoidance / Obstacle avoidance
- avoidance steering behavior / Avoidance
B
- behaving actions
- updating / Updating behavior actions
- behaving actions, updating
- die action / The die action
- flee action / The flee action
- idle action / The idle action
- move action / The move action
- pursue action / The pursue action
- reload action / The reload action
- shoot action / The shoot action
- behavior tree
- about / Behavior trees
- nodes / The behavior tree node
- helper functions / Helper functions, Behavior tree helper functions
- creating / Creating a behavior tree object
- selector evaluation / Selector evaluation
- sequence evaluation / Sequence evaluation
- node evaluation / Node evaluation
- continue evaluation / Continue behavior tree evaluation
- update loop / The behavior tree update loop
- updating / Updating the behavior tree
- building / Building a behavior tree
- die behavior / The death behavior
- flee behavior / The flee behavior
- combat behaviors / Combat behaviors
- reload behavior / The reload behavior
- shoot behavior / The shoot behavior
- pursue behavior / The pursue behavior
- move behavior / The move behavior
- random move behavior / The random move behavior
- idle behavior / The idle behavior
- creating, for agent / Creating a behavior tree agent
- behavior tree, creating for an agent
- about / Creating a behavior tree agent
- strengths / Strengths of behavior trees
- pitfalls / Pitfalls of behavior trees
- behavior tree node
- about / The behavior tree node
- updating / Updating the behavior tree node
- behavior tree update loop / The behavior tree update loop
- blackboard
- about / Blackboards
- creating / Creating a blackboard
- knowledge sources, adding / Adding and removing knowledge sources
- knowledge sources, removing / Adding and removing knowledge sources
- knowledge sources, evaluating / Evaluating knowledge sources
- attributes, setting / Setting and retrieving blackboard attributes
- attributes, retrieving / Setting and retrieving blackboard attributes
- member functions / Blackboard member functions
- blackboard attributes
- retrieving / Setting and retrieving blackboard attributes
- setting / Setting and retrieving blackboard attributes
- alive / Constructing a soldier blackboard
- ammo / Constructing a soldier blackboard
- maxAmmo / Constructing a soldier blackboard
- maxHealth / Constructing a soldier blackboard
- enemy / Constructing a soldier blackboard
- bestFleePosition / Constructing a soldier blackboard
- blackboard events
- decaying / Decaying blackboard events
- blend curve, animation / Blend curves
- blend weights
- playing with / Playing with blend weights
- blend window, animation / Blend window
- blocks
- shooting / Shooting blocks
- avoiding / Avoiding blocks and agents
- body
- creating / Creating a body
- soldier, creating / Creating a soldier
- animated mesh, attaching to agent / Attaching an animated mesh to an agent
- obstacle course, creating / Creating an obstacle course
- brain
- creating / Creating a brain
- mind body control, approaches / Approaches for mind body control
- branches, decision trees
- about / Branches
- evaluating / Branch evaluation
- creating / Creating branches
- BulletImpact event / The BulletImpact event
- BulletShot event / The BulletShot event
C
- 50/50 chance evaluator / 50/50 chance evaluator
- C++, calling Lua functions / C/C++ calling Lua functions
- C, calling Lua functions / C/C++ calling Lua functions
- callbacks
- adding, to ASM / Adding callbacks to the animation state machine, Adding callbacks to the ASM
- handling / Handling callbacks
- calling, via ASM update / Updating the ASM to call callbacks
- can shoot enemy evaluator / Can shoot enemy evaluator
- cell height, influence map / The cell height
- cell width, influence map / The cell width
- change stance command / The change stance command
- combat behaviors / Combat behaviors
- command queue / The command queue
- conditions / Conditions
- constant evaluators / Constant evaluators
- crouching animations / Crouching animations
- custom userdata
- creating / Creating custom userdata
- vector data type / Looking at the vector data type
D
- dangerous positions
- scoring / Scoring dangerous positions
- scoring, from bullet impacts / Score danger from bullet impacts
- scoring, from bullet shots / Score danger from bullet shots
- scoring, from enemies / Score danger from enemies
- scoring, from dead bodies / Score danger from dead bodies
- death state / The death state
- decision evaluators
- updating / Updating decision evaluators
- decision structures / Decision structures
- decision tree
- about / Decision trees
- branches / Branches
- decision leaves / Decision leaves
- branch evaluation / Branch evaluation
- building / Building a decision tree
- branches, creating / Creating branches
- creating, for an agent / Creating a decision tree agent
- decision tree, creating for an agent
- about / Creating a decision tree agent
- strengths / Strengths of decision trees
- pitfalls / Pitfalls of decision trees
- Decoda
- about / Lua IDE – Decoda
- AI sandbox, running inside / Running AI sandbox inside Decoda
- project, setting up / Setting up a new Decoda project
- Attach to Process option / Decoda – Attach to Process
- Attach System Debugger option / Decoda – Attach System Debugger
- Lua scripts from code, associating with / Associating Lua scripts from code with Decoda
- run executable, configuring / Configuring Decoda's run executable
- Decoda Call Stack window / Decoda Call Stack window
- Decoda project
- setting up / Setting up a new Decoda project
- creating / Creating a new Decoda project
- Decoda Virtual Machines window / The Decoda Virtual Machines window
- Decoda Watch window / Decoda Watch window
- Decodas run executable
- configuring / Configuring Decoda's run executable
- demo framework
- about / The demo framework
- Ogre 3D / Ogre
- Object-Oriented Input System (OIS) library / Object-Oriented Input System
- SandboxApplication / SandboxApplication
- sandbox class / Sandbox
- agent class / Agent
- utility classes / Utility classes
- Lua binding / Lua binding
- dependencies, Ogre3D / Open source libraries
- die action / The die action
- updating / The die action
- die behavior / The death behavior
- die command / The die command
- die state / The die state
- direct animation control
- about / Direct animation control
- death state / The death state
- idle state / The idle state
- falling state / The falling state
- moving state / The moving state
- shooting state / The shooting state
- direct control agent
- creating / Creating a direct control agent
E
- EnemySelection event / The EnemySelection event
- evaluators
- about / Evaluators
- creating / Creating evaluators
- constant evaluators / Constant evaluators
- has ammo / Has ammo evaluator
- has critical health / Has critical health evaluator
- has enemy / Has enemy evaluator
- has move position / Has move position evaluator
- is alive / Is alive evaluator
- can shoot enemy / Can shoot enemy evaluator
- 50/50 chance / 50/50 chance evaluator
- evasion steering behavior / Evasion
- event attribute, types
- boolean / Attributes
- number / Attributes
- object / Attributes
- string / Attributes
- vector / Attributes
- event handlers
- creating / Creating event handlers
- adding / Adding event handlers
- events
- about / Events
- attributes / Attributes
- sending / Sending events
- receiving / Receiving events
- managing / Managing events
- agent teams, assigning / Assigning agent teams
- agent communications, handling / Handling agent communications
- types, adding / Event types
- external helper functions
- adding / Adding external helper functions
F
- fall command / The fall command
- falling state / The falling state
- file structure
- setting up / Setting up the file structure
- finite-state machine (FSM) / Animation state machine (ASM)
- finite state machine
- about / A simple, finite state machine
- agent, initializing / Initializing the agent
- agent state, handling / Agent FSM state handling
- First In First Out (FIFO) / The command queue
- First In First Out (FILO) / The Lua stack
- flee action / The flee action
- updating / The flee action
- flee behavior / The flee behavior
- fleeing steering behavior
- creating / Fleeing
- flee position
- calculating / Calculating the best flee position
- flee state / The flee state
- folder, sandbox project
- bin folder / The project layout
- build folder / The project layout
- decoda folder / The project layout
- lib folder / The project layout
- media folder / The project layout
- premake folder / The project layout
- src folder / The project layout
- tools folder / The project layout
- ForceToTargetSpeed function / The target speed
- FSM
- about / Finite state machines, Finite state machine structure
- states / States
- transitions / Transitions
- helper functions / Helper functions
- states, adding / Adding states and transitions
- transitions, adding / Adding states and transitions
- updating / Updating the finite state machine
- instance functions, adding / Adding instance functions
- building / Building a finite state machine
- idle state / The idle state
- movement state / The movement state
- random movement state / The random movement state
- shoot state / The shoot state
- flee state / The flee state
- die state / The die state
- pursue state / The pursue state
- reload state / The reload state
- agent, creating / Creating a finite state machine agent
- strengths / Strengths of finite state machines
- pitfalls / Pitfalls of finite state machines
- functions
- adding, to ASM instance / Adding functions to animation state machine instances
G
- graphics processing unit (GPU) / The demo framework
- group of followers
- creating / Creating a group of followers
- group steering
- about / Group steering
- agent alignment / Alignment
- ForceToCombine function, using / Cohesion
- ForceToSeparate function, using / Separation
H
- has ammo evaluator / Has ammo evaluator
- has critical health evaluator / Has critical health evaluator
- has enemy evaluator / Has enemy evaluator
- has move position evaluator / Has move position evaluator
- helper functions
- creating / Creating helper functions
- helper functions, behavior tree / Helper functions, Behavior tree helper functions
I
- idle action / The idle action
- updating / The idle action
- idle behavior / The idle behavior
- idle command / The idle command
- idle state / The idle state, The idle state
- indirect animation control
- about / Indirect animation control
- animation controller / The animation controller
- commands / Commands
- command queue / The command queue
- commands, manipulating / Manipulating commands
- change stance command / The change stance command
- die command / The die command
- fall command / The fall command
- idle command / The idle command
- move command / The move command
- shoot command / The shoot command
- member functions, assigning / Assigning member functions
- animation controller, initializing / Initializing the controller
- handlers for commands, adding / Adding handlers for commands
- soldier controller, updating / Updating the controller
- indirect control agent
- creating / Creating an indirect control agent
- initialization / Indirect control agent initialization
- updating / Indirect control agent update
- control / Indirect control agent control
- spawning / Spawning an indirect control agent
- influence map
- about / Influence maps
- cell height / The cell height
- cell width / The cell width
- constructing / Constructing an influence map
- configuring / Configuration
- navigation mesh voxelization / Voxelizing a navigation mesh
- creating / Voxelizing a navigation mesh
- drawing / Drawing influence maps
- layers / Influence map layers
- updating / Updating the influence map
- influences
- accessing / Accessing influences
- setting / Setting influences
- obtaining / Getting influences
- clearing / Clearing influences
- spreading / Spreading influences
- influences, spreading
- cell inertia / Cell inertia
- cell falloff / Cell falloff
- is alive evaluator / Is alive evaluator
J
- Just-In-Time (JIT) debugger / Decoda – Attach System Debugger
K
- knowledge
- about / Knowledge
- target / Target
- target radius / Target radius
- path / Path
- knowledge sources
- userData structure / Knowledge sources
- logic evaluators / Knowledge sources, Creating a knowledge source
- about / Knowledge sources
- creating / Creating a knowledge source
- evaluating / Knowledge source evaluation
- adding, to blackboard / Adding and removing knowledge sources
- removing, from blackboard / Adding and removing knowledge sources
- evaluating, in blackboard / Evaluating knowledge sources
L
- layers, influence map / Influence map layers
- linear blend, animation / Linear blending
- location, agent
- about / Location
- position / Position
- looping animations / Looping animations
- Lua
- function, binding / Function binding
- Lua, calling C++ functions / Lua calling C/C++ functions, Function binding
- Lua, calling C functions / Function binding
- Lua integrated development environment (IDE) / Lua IDE – Decoda
- Lua primitives
- nil / Lua primitives
- boolean / Lua primitives
- number / Lua primitives
- string / Lua primitives
- function / Lua primitives
- userdata / Lua primitives
- thread / Lua primitives
- table / Lua primitives
- Lua scripts
- debugging / Debugging Lua scripts
- Lua stack / The Lua stack
- Lua virtual machine / The Lua virtual machine
M
- member functions
- assigning / Assigning member functions
- member functions, blackboard / Blackboard member functions
- meshes
- adding, to sandbox / Adding meshes to the sandbox
- about / Skeletons and meshes
- animated mesh, loading / Loading an animated mesh
- attaching, to bones / Attaching meshes to bones
- weapons, attaching to soldier / Attaching a weapon to our soldier
- mesh skeletons / Mesh skeletons
- metamethods / Metamethods
- metatables / Metatables
- mind body control, approaches
- direct animation control / Direct animation control
- move action / The move action
- updating / The move action
- move behavior / The move behavior
- move command / The move command
- movement state / The movement state
- moving state / The moving state
N
- navigation mesh
- creating / Creating a navigation mesh, Creating additional navigation meshes
- configuring / Configuring navigation meshes
- walkable height / The walkable height
- walkable radius / The walkable radius
- walkable climb height / The walkable climb height
- walkable slope angle / The walkable slope angle
- minimum region area / The minimum region area
- building / Building the navigation mesh
- drawing / Drawing the navigation mesh
- pathfinding / Pathfinding on a navigation mesh
- new dead enemy body sighted event / New dead enemy body sighted event
- new dead teammate body sighted event / New dead teammate body sighted event
- new enemy sighted event / New enemy sighted event
- non-looping animation
- about / Looping animations
- playing / Playing a non-looping animation
- normalized time, animation / Normalized time
O
- Object-Oriented Input System (OIS) library / Object-Oriented Input System
- obstacle course
- creating / Creating an obstacle course
- physics world, displaying / Displaying the physics world
- running / Running the obstacle course
- direct control agent, creating / Creating a direct control agent
- indirect control agent, creating / Creating an indirect control agent
- indirect control agent initialization / Indirect control agent initialization
- indirect control agent update / Indirect control agent update
- indirect control agent control / Indirect control agent control
- indirect control agents, spawning / Spawning an indirect control agent
- Ogre 3D / Ogre
- open source libraries
- about / Open source libraries
- Ogre3D Procedural 0.2 / Open source libraries
- OIS 1.3 / Open source libraries
- Bullet Physics 2.81-rev2613 / Open source libraries
- OpenSteer revision 190 / Open source libraries
- Recast 1.4 / Open source libraries
- Detour 1.4 / Open source libraries
- open source tools / Open source tools
- orientation, agent
- forward axis / The forward axis
- left axis / The left axis
- up axis / The up axis
P
- particle effects
- creating / Creating particle effects
- pathfinding, Lua / Pathfinding
- pathfinding, navigation mesh
- about / Pathfinding on a navigation mesh
- path query, performing / Path query
- query results / Query results
- random point, selecting / Random navigation points
- path following agent
- creating / Creating a path following agent
- path information
- retrieving / The path information
- physics world
- displaying / Displaying the physics world
- PositionUpdate event / The PositionUpdate event
- Premake build / The Premake build
- project layout / The project layout
- pursue action / The pursue action
- updating / The pursue action
- pursue behavior / The pursue behavior
- pursue state / The pursue state
- pursuing agent
- creating / Pursuit
R
- random move action / The random move action
- random move behavior / The random move behavior
- random movement state / The random movement state
- random pathfinding
- adding, to soldier / Adding random pathfinding to our soldier
- random pathfinding, adding to soldier
- about / Adding random pathfinding to our soldier
- agent paths, updating / Updating agent paths
- paths, drawing / Drawing paths
- navigation mesh, initializing / Initializing the navmesh
- agents, running / Randomly running agents
- reload action / The reload action
- updating / The reload action
- reload behavior / The reload behavior
- reload state / The reload state
- RetreatPosition event / The RetreatPosition event
- running animations
- updating / Updating running animations
S
- SandboxApplication / SandboxApplication
- SandboxApplication class
- extending / Extending the SandboxApplication class
- sandbox class / Sandbox
- sandbox Lua script
- creating / Creating a sandbox Lua script
- floor, creating / Creating a floor
- light, adding / Adding a light
- skybox, adding / Adding a skybox
- meshes, adding / Adding meshes to the sandbox
- objects, creating / Creating sandbox objects
- sandbox objects
- creating / Creating sandbox objects
- sandbox project
- creating / Creating a new sandbox project
- SandboxUtilities_CreateLevel function / Creating an obstacle course
- score team influences
- about / Scoring team influences
- initializing / Initializing team influences
- updating / Updating team influences
- configuring / Configuring team influences
- scoring dangerous areas map
- about / Scoring dangerous areas
- tapping, into agent events / Tapping into agent events
- event handlers, adding / Adding event handlers
- initializing / Initializing dangerous influences
- updating / Updating dangerous influences
- configuring / Configuring team influences
- seeking agent
- creating / Creating a seeking agent
- selectors / Selectors
- sequences / Sequences
- shoot action / The shoot action
- updating / The shoot action
- shoot behavior / The shoot behavior
- shoot command / The shoot command
- shooting state / The shooting state
- shoot state / The shoot state
- size, agent
- about / Size
- height / Height
- radius / Radius
- skeleton
- about / Skeletons and meshes
- mesh skeletons / Mesh skeletons
- displaying / Showing a skeleton
- animating / Animation clips
- skybox
- adding / Adding a skybox
- soldier
- weapon, attaching to / Attaching a weapon to our soldier
- animation, playing on / Playing an animation on our soldier
- creating / Creating a soldier
- random pathfinding, adding / Adding random pathfinding to our soldier
- soldier animations
- about / Soldier animations
- crouching animations / Crouching animations
- standing animations / Standing animations
- weapon animations / Weapon animations
- soldier animation state machine
- building / Building a soldier animation state machine
- soldier blackboard
- constructing / Constructing a soldier blackboard
- soldier controller
- initializing / Initializing the controller
- updating / Updating the controller
- soldier knowledge sources
- creating / Creating soldier knowledge sources
- enemy selection / Enemy selection
- flee position selection / Flee position selection
- soldier poses
- about / Soldier poses
- weapon poses / Weapon poses
- soldier running
- about / Getting our soldier to run
- path setting, through obstacle course / Setting a path through the obstacle course
- through obstacle course / Running the obstacle course
- soldier shooting
- about / Getting our soldier to shoot, Shooting
- bone position / The bone position
- bone rotation / The bone rotation
- particle effects, creating / Creating particle effects
- particle direction / The particle direction
- object removal / Object removal
- collision impact callback / The collision impact callback
- projectile, shooting / Shooting a projectile
- projectile collision impacts, handling / Handling projectile collision impacts
- soldier tactics
- about / Soldier tactics
- initializing / Initializing and updating tactics
- updating / Initializing and updating tactics
- Soldier_AttachWeapon function / Creating a soldier
- standing animations / Standing animations
- states, ASM
- adding / Adding states
- requesting / Requesting states
- states, FSM
- about / States
- adding / Adding states and transitions
- steering forces
- summing / Summing steering forces
- steering forces, summing
- about / Summing steering forces
- weighted sums / Weighted sums
- priority-based forces / Priority-based forces
- submachine gun (SMG) / Weapon poses
T
- team communication
- about / Team communications
- EnemySelection event / The EnemySelection event
- PositionUpdate event / The PositionUpdate event
- RetreatPosition event / The RetreatPosition event
- transitions, ASM
- adding / Adding transitions
- transitions, FSM
- about / Transitions
- adding / Adding states and transitions
U
- userdata / Userdata
- creating / Creating userdata
- utility classes / Utility classes
V
- virtual machine (VM) / Creating an agent Lua script
- visible agents
- detecting / Detecting other visible agents
- visual representation, agent Lua script
- creating / Creating a visual representation
- Visual Studio
- used, for compiling AI sandbox / Compiling the sandbox with Visual Studio 2008/2010/2012/2013
- Attach to Process option / Visual Studio – Attach to Process
W
- walkable climb height, navigation meshes / The walkable climb height
- walkable height, navigation meshes / The walkable height
- walkable radius, navigation meshes / The walkable radius
- walkable slope angle, navigation meshes / The walkable slope angle
- wandering behavior / Wandering
- weapon
- attaching, to soldier / Attaching a weapon to our soldier
- weapon animations / Weapon animations
- weapon animation state machine
- building / Building a weapon animation state machine
- weapon poses, soldier
- sniper gun pose / Weapon poses
- submachine gun (SMG) pose / Weapon poses
- about / Weapon poses
- weighted sums approach / Weighted sums