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Learning game AI programming with Lua

You're reading from   Learning game AI programming with Lua Leverage the power of Lua programming to create game AI that focuses on motion, animation, and tactics

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Product type Paperback
Published in Nov 2014
Publisher Packt
ISBN-13 9781783281336
Length 352 pages
Edition 1st Edition
Languages
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Toc

Table of Contents (11) Chapters Close

Preface 1. Getting Started with AI Sandbox FREE CHAPTER 2. Creating and Moving Agents 3. Character Animations 4. Mind Body Control 5. Navigation 6. Decision Making 7. Knowledge Representation 8. Perception 9. Tactics Index

Chapter 2. Creating and Moving Agents

In this chapter, we will cover the following topics:

  • Setting up your first sandbox executable
  • Creating your first sandbox Lua scripts
  • Understanding agent properties and their effects
  • Basic Newtonian motion
  • Agent-steering forces
  • Creating seeking, pursuing, path following, and grouped agents

Now that we understand how AI sandbox is set up and some of the underlying system structure, we're going to dive head-first into creating a brand new sandbox demo. Throughout the rest of the book, the new Lua sandbox API will be introduced piece by piece, extending this demo with additional AI functionality, animation, graphics, and game play.

While the sandbox is doing a lot of heavy lifting in terms of graphics and physics, the core AI logic will be completely implemented in Lua, backed by data structures that are managed by the C++ code.

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