Actually, that's the idea.. The paper is intended to someone without any computer knowledge at all.(apart from the very basics of course...) but anytime i mention a finite state machine, or A*, or even the term 'game engine', I'll then have to devote at least 1 paragraph explaining it

So no math involved or anything... On the other hand, you'll need to make further research in order to find the actual algorithms that will help you implement what you'll read. I keep saying that, so please don't get let down... On the other other hand, after you're done with it, you'll be able to say something like: "oh ok, so that's how larry did his Ai...". If anyone decides to implement it, i'll be here to help.. also, if someone learns better by looking at code, FEAR's Ai is openly available to the public


Phemox, after you're done reading it, i'd be more than happy to talk with you about how you can make this work for your problem. The action planning system is actually ideal for AIs like what you need..

ok, so a couple more hours and i'm done!! 67 pages in total!


INTENSE AI: Use the Best AI around for your games!
Join our Forums now! | Get Intense Pathfinding 3 Free!