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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

Agent-steering forces


With some basic agent properties and a full-fledged physics system supporting the sandbox, we can begin moving agents realistically through forces. This type of movement system is best known as a steering-based locomotion system. Craig Reynolds' Steering Behaviors For Autonomous Characters (http://www.red3d.com/cwr/papers/1999/gdc99steer.html) is best known for describing this style of steering system for moving characters. Steering forces allow for an easy classification of different movement types and allow for an easy way to apply multiple forces to a character.

As the sandbox uses the OpenSteer library to steer calculations, this makes it painless for Lua to request steering forces. While the steering calculations are left to OpenSteer, the application of forces will reside within our Lua Scripts.

Seeking

Seeking is one of the core steering forces and calculates a force that moves the agent toward their target. OpenSteer combines both seeking- and arrival-steering...

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