Monday, October 13, 2008

The Weekend SVN Logblog

So I'm going to try something new that I've been meaning to do for a couple of weeks now. Every weekend, I'll post comments regarding interesting developments on my hobby project from the previous week. I should have posted this last Friday or Saturday, so I'm off to an auspicious start.

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r845 | Administrator | 2008-10-06 22:00:09 -0700 (Mon, 06 Oct 2008) | 1 line

Early work on behavior trees.
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r853 | Administrator | 2008-10-08 23:05:51 -0700 (Wed, 08 Oct 2008) | 1 line

Finished the fundamental composite behavior tree tasks.


(Yes, I log in as Administrator. What of it?)

So my big accomplishment last week was doing a first-pass implementation of behavior trees for AI decision-making. I spent a while debating what I would use for behaviors in this project. I had prior experience with Goal-Oriented Action Planning, but I didn't anticipate needing the benefits of a planner. Behavior trees seemed more useful for this game (a fairly straightforward shooter), and it gives me a chance to learn something new. I'm following pretty close to behavior trees as defined in AlexJC's articles (at AiGameDev and in the latest AI Wisdom book), and I've finished implementing the basic composite tasks (Sequences, Parallels, and Selectors) that will be the core of every tree. I've also implemented a very simple movement task as a proof of concept, so I now have a non-animated, faceless, blocky character proxy turning and navigating through my world. It's uncanny.

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r848 | Administrator | 2008-10-07 23:07:37 -0700 (Tue, 07 Oct 2008) | 1 line

Added option to toggle vibration. Changed all visible instances of the word "rumble" to "vibration" (because rumble is a Nintendo-specific term).


I think I'm right about this, but...? It can't hurt, anyway.

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