While a fully-fledged implementation of a behavior tree with a GUI and its many node types and variations is outside the scope of this book, we can certainly focus on the core principles to get a solid grasp of what the concepts we've covered in this chapter look like in action. Provided with this chapter is the basic framework for a behavior tree. Our example will focus on simple logic to highlight the functionality of the tree, rather than muddy up the example with complex game logic. The goal of our example is to make you feel comfortable with what can seem like an intimidating concept in game AI, and give you the necessary tools to build your own tree and expand upon the provided code if you do so.
Germany
Slovakia
Canada
Brazil
Singapore
Hungary
Philippines
Mexico
Thailand
Ukraine
Luxembourg
Estonia
Lithuania
Norway
Chile
United States
Great Britain
India
Spain
South Korea
Ecuador
Colombia
Taiwan
Switzerland
Indonesia
Cyprus
Denmark
Finland
Poland
Malta
Czechia
New Zealand
Austria
Turkey
France
Sweden
Italy
Egypt
Belgium
Portugal
Slovenia
Ireland
Romania
Greece
Argentina
Malaysia
South Africa
Netherlands
Bulgaria
Latvia
Australia
Japan
Russia