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AI Type Programming

Posted: Thu May 04, 2017 5:40 pm
by miravista

I've been working on a little AI programming for a zombie game, because that's original.

The question I have is would it be more fundamentally ideal to create a separate entity with corresponding scripts per zombie type (ie. Fast zombie, exploding Zombie), or can I set up all zombie types in a single script and entity and have a property that allows me to choose between my types?

The former is the setup I used to use in Unity due to ease of accessibility, but for debugging purposes, the latter doesn't sound too bad.

more than that, should I keep the enemy set up the same as the Player's, in terms of having a separate script for animations/pathfinding/etc? Or should I rather have one big script per type?

Thanks for any answers!

Re: AI Type Programming

Posted: Thu May 04, 2017 8:12 pm
by miravista
It was recommended that I create a standard base enemy class, then derive the types from it.
That is a damn sight better than the asinine plans I had in store

Re: AI Type Programming

Posted: Fri May 12, 2017 2:24 pm
by mknmknmknjk
it is recommended to use statemachine or behaviour selection system or dynamic response system

Re: AI Type Programming

Posted: Fri Jun 16, 2017 4:34 pm
by Romulas
Cryengine is using an entity component system. Deny inheritance, make an explodable component and add it to the zombies you want.

Re: AI Type Programming

Posted: Tue Oct 03, 2017 8:46 am
by ulanbator
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Re: AI Type Programming

Posted: Wed Apr 25, 2018 6:36 am
by robertrex
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Re: AI Type Programming

Posted: Tue Jul 03, 2018 7:35 am
by juliajohn
It is prescribed to utilize statemachine or conduct determination framework or dynamic reaction framework