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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 3. Character Animations

In this chapter, we will cover the following topics:

  • Loading animated meshes in the sandbox
  • Attaching meshes to animating bones
  • The sandbox soldier and weapon animations
  • Blending multiple animations
  • Creating a Lua animation state machine
  • Building a soldier and weapon animation state machine

With a basic sandbox under our feet and a primitive agent representation, we can now move on to handling animations so that our agents can finally begin to look human. While we could assign a basic human mesh to our agents so far, they could never really look human without animations.

Animations play a key role in not only the visual aspect of the AI, but also the functionality of the AI. This might seem counter-intuitive, but the sandbox AI can only perform behaviors that the AI has animations for. If an animation takes 5 seconds to play out and can't be interrupted, our AI needs to take this into account before it decides to execute an animation; otherwise, our...

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