Structuring code so that it is easy to add to and debug.
I came up with a sloppy finite state machine based on Game Programming Gems I, but I have yet to apply it to a multi-level finite state machine. Plus, when I thought about how what I did would interface with everything else in the game, I shuddered. Way too many messy references. Ew.
I haven''t touched it since then. Developing a good methodology for designing classes around what I''d like to do would probably be a worthwhile venture. Problem is I add what I need from the standpoint of what the class itself needs, instead of designing a multi-class system knowing everything I need to accomplish.
Your Biggest Problem when Programming Game AI?
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