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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

Indirect animation control


Now that we've implemented direct ASM control from the agent's point of view, we're going to create a system that manages the ASM while taking commands from the agent. One layer of abstraction above the ASM helps separate decision-making logic that resides in the agent and low-level animation handling.

Take falling, for example—does it make sense for the agent to constantly care about knowing that the agent is falling, or would it make things simpler if another system forces the agent to play a falling animation until the agent can interact with the environment again?

The system we'll be creating is called an animation controller. As animation controllers are very specific to the type of agent we create, you'll tend to create a new animation controller for each and every agent type.

The animation controller

Creating an animation controller will follow an object-oriented style that is similar to the ASM. First, we create a new function that creates variables for holding...

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