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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

Skeletons and meshes


First, we need to cover some basics on how animations are represented and used by the sandbox.

Mesh skeletons

So far, we've learned how to create mesh representations within the sandbox. We're now going to deal with an additional asset called a skeleton. Ogre, which is the underlying renderer for the sandbox, stores the skeleton and animations within a single .skeleton file. Any animated Ogre mesh within the sandbox references its animations from the media/animations folder, and in the case of our soldier, animations are located at media/animations/futuristic_soldier/futuristic_soldier.skeleton.

Loading an animated mesh

Loading an animated mesh is exactly the same as loading a normal mesh within the sandbox. Simply create an animated mesh with the Core.CreateMesh function:

Sandbox.lua:

function Sandbox_Initialize(sandbox)
    local soldier = Core.CreateMesh(
        sandbox,
        "models/futuristic_soldier/" ..
        "futuristic_soldier_dark_anim.mesh");

Showing a skeleton...

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