The style of programming in a game is still very different from that in any other type of software development. One of the software development elements that a game developer will face is mastering _________ programming.
Artificial Intelligence
Making computers able to perform the thinking tasks that humans and animals are capable of.
Artificial intelligence
Game Development has its own technical world:
Idioms
Skills
Challenges
AI Programming Algorithm Categories:
Movement
Path Finding
Decision Making
Tactical and Strategy
Learning
Each character has a current position and possibly additional physical properties that control its _________.
movement
A ___________ is designed to use these properties to work out where your game characters should be next.
movement algorithm
(T/F) Some movement algorithms require very little input: the position of the character and the position of an enemy to chase, for example. Others require a lot of interaction with the game state and the level geometry.
True
Movement Properties and Terminologies:
Force
Distance
Speed
Velocity
Rotation
Direction
Gravity
Kinematics
Steering Behaviors
________ use static data (position and orientation, no velocities) and output a desired velocity. The output is often simply an on or off and a target direction, moving at full speed or being stationary.
Kinematic movement algorithms
Do not use acceleration, although the abrupt changes in velocity might be smoothed over several frames.
Kinematic algorithms
A __________ behavior takes as input the character’s and their target’s static data.
kinematic seek
If we want the character to run away from their target, we can simply reverse the second line of the getSteering method to give.
Kinematic Seek > Flee
The algorithm shown is intended for use by a chasing character; it will never reach its goal, but continues to seek.
Kinematic Seek > Arriving
A ____________ behavior always moves in the direction of the character's current orientation with maximum speed.
kinematic wander
The ________ behavior modifies the character’s orientation, which allows the character to meander as it moves forward.