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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

Soldier poses

Typically, animation clips are authored based on a set number of poses that an agent can be in. For example, our melee animations are only authored to be blended together with our soldier's standing idle aim pose.

Poses are very important when we lay out which animations our agent has at its disposal at any given time. Otherwise, we'll need to transition our agent into another pose first before playing our desired animation.

Our soldier model has five basic poses we need to be aware of: his standing idle aim pose, his running aim pose, his running pose, his crouch aim pose, and lastly, his crouch walk pose.

Almost all of the soldiers animations can be played quickly from the standing idle pose as the pose has no deviations in the movement during the playback.

Soldier poses

The standing idle aim pose

In contrast, playing animations from the run pose will require some compensation for the animations' movement and possible foot positions.

Soldier poses

The standing forward run aim pose

The standing...

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