Tuesday 5 March 2013

AI - Flee, Seek and Wander


Recently i have been looking into AI and using state machines, decisions trees and steering behaviours to implement some different applications.

In the video above i am using state machines and decisions trees to create the behaviour of the characters. the yellow cube will make a decision to either wander about or seek out a red cube. The red cubes wander about and if they get to close to another cube they make a decision to either flee from it or just move away and not bump into it.

Thanks for reading.

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