Behavior trees as an alternative to state machines
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:
- Introduction to Behavior Trees
- Shocker: Naive Object-Oriented Behavior Tree Isn’t Data-Oriented
- Data-Oriented Streams Spring Behavior Trees
- Data-Oriented Behavior Tree Overview
- #AltDevBlog » Behavior Tree Entrails
Libraries in javascript found via Google:
BehaviorTree.js | JavascriptOO.com