Using the behavior tree system I created (Previous Update), I have created an AI brain that lets fighter ships dog fight one another.
I've created several sub trees.
there are subtrees to evade.
subtrees to dogfight.
I ran into some performance issues during rapid state transitions in the behavior tree.
I was able to mitigate most of this by collapsing the complex logic into single nodes in the tree, rather than defining the entire logic based on tree structure.