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  • Book Overview & Buying Learning game AI programming with Lua
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Learning game AI programming with Lua

Learning game AI programming with Lua

By : David Young
4.3 (3)
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Learning game AI programming with Lua

Learning game AI programming with Lua

4.3 (3)
By: David Young

Overview of this book

If you are a game developer or a general programmer who wishes to focus on programming systems and techniques to build your game AI without creating low-level interfaces in a game engine, then this book is for you. Knowledge of C++ will come in handy to debug the entirety of the AI sandbox and expand on the features present within the book, but it is not required.
Table of Contents (11 chapters)
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1
1. Getting Started with AI Sandbox
10
Index

Chapter 4. Mind Body Control

In this chapter, we will cover the following topics:

  • Attaching an animated mesh to an agent
  • Adding callbacks to the Lua animation state machine
  • Getting our soldier to shoot projectiles
  • Creating an agent that directly controls the animation playback
  • Creating an animation controller that handles the animation playback
  • Running agents through an obstacle course

Now that we've learned how to move agents based on steering forces and created a system to handle animated meshes, it's time to join both of these systems to build a visual representation of an animated, moving agent.

Going forward, we'll implement two different approaches on how decision logic, the mind, the visual appearance, and the body can be implemented within the sandbox.

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83
Tech Concepts
36
Programming languages
73
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Learning game AI programming with Lua
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