By David Young

Online game AI will be simply damaged up right into a variety of parts similar to choice making, animation dealing with, and strategies, however the stability and interplay among every one process moves a stability among strong AI and undesirable AI.

Beginning with an creation to the AI sandbox, each one new element of online game AI is brought, carried out, after which accelerated upon. Going ahead, you'll learn how to make the most of open resource libraries similar to Ogre3D, Bullet Physics, OpenSteer, Recast, Detour, and Lua to create an AI sandbox with a whole codebase to be had to extend and step through.

This is finished via a step by step procedure, from studying to maneuver uncomplicated shapes to totally animating your infantrymen. via the top of the booklet, your AI should be capable of navigate, pathfind, deal with animation playback, speak, and understand their atmosphere.

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Extra resources for Learning Game AI Programming with Lua

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Lua: SandboxDemos = { "chapter_1_introduction", ... lua file by the CreateDemoProject function. lua script simply loops over all entries within the SandboxDemos table and creates the corresponding projects, setting up the source files, project dependencies, library includes, and so on. Setting up the file structure The next step is to set up the actual file structure for the C++ source files, C++ header files, and Lua script files for the demo. Create the corresponding directory structure based on the entry you added to the SandboxDemos table.

Every project within the sandbox solution file will have a corresponding src folder, with separate folders for header files and source files. Chapter demos have an additional script folder that contains every Lua script for that particular chapter. txt file, which states the version number of the open source library used as well as the license agreement that must be followed by all users. • The tools folder contains the installer for the Decoda IDE as well as the Premake utility program that is used to create the Visual Studio solution.

Function parameters are then pushed on top of the stack, followed by a call to lua_pcall, which executes the Lua function. lua function Agent_Initialize(agent) ... end First, the Lua function is retrieved from Lua by name and pushed onto the stack. Next, the agent itself is pushed as the only parameter to the Agent_Initialize function. cpp void AgentUtilities::Initialize(Agent* const agent) { // Retrieves the lua virtual machine the agent script is // running on. lua_State* luaVM = agent->GetLuaVM(); lua_getglobal(luaVM, "Agent_Initialize"); // Agent_Initialize accepts one parameter, an Agent.

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