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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

Events


So far, each of our agents run within their own virtual machine and communicating between them is not easy. To alleviate this, we can create a data structure called an event, which can be passed between agents or the sandbox itself.

Attributes

Creating an event is as simple as creating a table within Lua with a few restrictions. As events are serialized by the sandbox and passed to each virtual machine, only simple table attributes can be added to the event.

Each supported attribute is listed as follows:

Event attribute type

Description

boolean

A true or false Lua value

number

Any Lua number internally represented as a float value

object

A code object, the sandbox, sandbox object, or an agent

string

Any Lua string value

vector

Any vector created from Vector.new

Note

Events might not have nested tables within them; any unsupported attribute type will be discarded during the serialization. Currently, this is a limitation of event serialization of the C++ side of the...

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