Implementation of Behavior Tree modeling in C & RTOS
Hi Everybody!!
I am a new comer here and oddly I am not a Game Architect or Programmer. I am an embedded systems programmer and generally use C and RTOS in my applications.
I was looking for other ways of Object Oriented programming of Embedded Systems and found that Hierarchical State Machines are a way to Event Driven embedded system programming. There are some automation tool available in the market e.g. Rhapsody, IAR VisualState for designing state machines and generate C code from them easily. There is also one framework available called QP for event driven embedded system programming using state machines. I found that you game programmers use a lot of state machines in your works.
I also studied the Behaviour Tree modeling and found it quiet interesting and easier to translate and manage the requirements in a tree form and seeing a lot of the game programmers are switching from state machines to behavior tree. But I don't find any CASE tool for designing Behavior Tree and generate C code from them. Is there any such tool on the market?
If not, I have seen some editing tool for behavior tree in Eclipse but my need help to break them down to C codes and also need help on having a framework where I can design event driven embedded software using behavior tree in C. And how can an RTOS be used in that process.
Please help me if anyone developing games in C using behavior tree as a model and show me steps to convert behavior tree into executable code in C
The typical way is to implement a behavior tree as a script interpreter, so you wouldn't compile it you'd pretty much build it in C++ and have it execute itself. There are more advantages to doing it this way, since you can interface with the C++ code directly without requiring a foreign interface.
There are no tools for what you need anyway. It's very similar to writing a script compiler though, and that's not the simplest thing to do. I'd go the LLVM route if I was doing this myself.
There are no tools for what you need anyway. It's very similar to writing a script compiler though, and that's not the simplest thing to do. I'd go the LLVM route if I was doing this myself.
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Thanks Alex!
I have got some examples to implement Finite State Machines in C (framework). So if I just replace the State Machines with the Behavior Trees will it work? Or I would need a totally deferent framework for working with Behavior Trees?
Could you help me by giving example pseudo code (or any code example in other language C++/Java) for a framework ( in main(){} ) which is calling some Behavior Trees and working concurrently?
Do we need a scheduler to work with Behavior Trees?
I have got some examples to implement Finite State Machines in C (framework). So if I just replace the State Machines with the Behavior Trees will it work? Or I would need a totally deferent framework for working with Behavior Trees?
Could you help me by giving example pseudo code (or any code example in other language C++/Java) for a framework ( in main(){} ) which is calling some Behavior Trees and working concurrently?
Do we need a scheduler to work with Behavior Trees?
It seems you're trying to sprint before you can crawl ;-) Have you built a normal behavior tree first? Have you built a FSM even?
There are a bunch of articles on AiGameDev.com about behavior trees, including a bunch of discussions in the forums, but I think you should start with a FSM if this is the first control system you're building.
There are unfortunately still very few open-source examples of BTs.
There are a bunch of articles on AiGameDev.com about behavior trees, including a bunch of discussions in the forums, but I think you should start with a FSM if this is the first control system you're building.
There are unfortunately still very few open-source examples of BTs.
Join us in Vienna for the nucl.ai Conference 2015, on July 20-22... Don't miss it!
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