Behavior trees as an alternative to state machines

published Aug 04, 2013 02:15   by admin ( last modified Aug 05, 2013 02:23 )


How do you model what can and cannot be done and what should be done from a certain position in a game?One way is with state machines, but another way is with behavior trees:
 

Welcome to a series of blog articles about my experiment (read: stumbling around) of marrying data-oriented, memory-streamlined behavior trees with a second representation to ease creation and modification during development.


Read more: Link - #AltDevBlog » Introduction to Behavior Trees

 

"My liner notes for spore/Spore Behavior Tree Docs - Chris Hecker's Website"

Understanding Behavior Trees | AiGameDev.com

Björn Knafla's whole series:

  1. Introduction to Behavior Trees
  2. Shocker: Naive Object-Oriented Behavior Tree Isn’t Data-Oriented
  3. Data-Oriented Streams Spring Behavior Trees
  4. Data-Oriented Behavior Tree Overview
  5. #AltDevBlog » Behavior Tree Entrails

 

Libraries in javascript found via Google:

BehaviorTree.js | JavascriptOO.com

Machine.js