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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

Agents' movement


As all agents within the sandbox are automatically simulated through the physics system, it's time to get acquainted with some basic Newtonian physics.

Mass

The mass of an agent comes into play when colliding with other objects and is based on how much the agent should accelerate based on the forces applied to the agent. All mass calculations within the sandbox occur in kilograms.

Speed

Speed defines how fast an agent is moving without considering the direction the agent is moving in. All speed values within the sandbox will be measured in meters per second and signify the magnitude of the velocity vector.

Velocity

Velocity, on the other hand, is both the speed and direction the agent is moving in. It is measured in meters per second and is represented as a vector.

Acceleration

Acceleration within the sandbox is always measured in meters per second squared and represents the change in the velocity of an agent.

Force

Force plays a large part when moving agents around and is measured...

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