Summary
This chapter provided an exploration of traditional AI algorithms and their applications in game development. It began by introducing FSMs to control player character animations, enabling seamless transitions for walking and attacking actions, as demonstrated in the Demo9a project.
The second section focused on BTs, which were used to guide NPC decision-making. NPCs could guard areas, chase the player, or attack when the player entered specific ranges. Demo9b showcased the integration of a BT with an FSM and steering movement techniques, combining these tools to manage decision-making, animation transitions, and movement.
Finally, the chapter introduced the DFS, Dijkstra, and A* pathfinding algorithms. Using Demo9c, you learned how to generate a grid-based maze, apply the A* algorithm to find the optimal path, and utilize a priority queue as the open list to explore neighboring nodes. The demo also illustrated how to move the character along the determined path from...