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FSM #81848
07/16/06 15:29
07/16/06 15:29
Joined: Oct 2003
Posts: 246
A
Alberto Offline OP
Member
Alberto  Offline OP
Member
A

Joined: Oct 2003
Posts: 246
Hello

I quote from http://www.devmaster.net/engines/
about 3dgs engine details

Artificial Intelligence Pathfinding, Decision Making, Finite State Machines, Scripted:

Where can I find a scripted FSM ?

Re: FSM [Re: Alberto] #81849
07/16/06 22:52
07/16/06 22:52
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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Joined: Jun 2005
Posts: 4,875
a fsm is nothing but a simple robot. the guard model in the office level eg is a FSM (-->template scripts).

Re: FSM [Re: broozar] #81850
07/17/06 00:00
07/17/06 00:00
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
FSM are much more than just a simple robot. The whole AI in Quake, Doom, etc. are FSM's. So... it depends on how much code and time you invest in it.

BTW: you can do also a lot more things than enemy AI with FSMs. You can build NPC and Player - animation and -behavior on a unified FSM that is supported by one single animation-machine. Or you could even write GTA stuff with FSM just to control the traffic in the city. Whatever you have: different states of a NPC.. or of an object --> FSMs are the first thing you have to think of.

The best advice to start are flowcharts, etc. I suggest to read the general AI features over there at gamedev.net, there are some pretty cool articles about it.

Last edited by HeelX; 07/17/06 00:01.

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