Week 4 - FSMs and Why Behaviour Trees Are Better
In the fourth week, I developed the second monster to be implemented - the mauler. This was interesting as instead of using Unreal’s provided behaviour tree decision-making system, I decided to implement a custom FSM structure as I wanted to get more experience with alternate decision-making solutions. That being said, whilst I did achieve this - I will probably revise the mauler at some point to use a behaviour tree as ultimately I have learnt the behaviour tree is preferable as it’s more modular and the game AI feels less rigid in how it acts with one
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