Chapter 5. Basic Artificial Intelligence

In this chapter, we will cover:

  • Placing the enemy AI
  • Generating the AI navigation
  • Forbidden boundaries
  • Forbidden areas
  • Setting up the interior navigation
  • Debugging the AI triangulation
  • Narrowing the AI's FOV to allow attacks from behind
  • Respawning AI

Introduction

Realistically rendered and animated characters require state of the art AI systems to intelligently respond to the game environment and maintain the illusion of realism. CryENGINE 3 SandboxTM lets designers control basic AI using the flow graph visual scripting system, placing most AI gameplay control in their hands.

After creating a small environment for your Player to run around in, it is now time to place down some AI for the Player to fight against. For this chapter, we will cover how you can utilize many of the basic AI systems that are already in place for the CryENGINE 3.

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