Chapter 7. AI and Logic
In this chapter, we will cover the following points:
- Processing AI waypoints
- Firing projectiles at moving targets
- AI line of sight
- AI flocking using Boids
- A* pathfinding on a grid
- A* pathfinding in a Box2D world
- A* pathfinding on a TMX tilemap
- A* pathfinding in a side-scroller
- Running a Lua script
- Dynamically loading Lua scripts
- Using Lua for dialogue trees
Introduction
All games that simulate intelligent behavior use a form of Artificial Intelligence (AI). Different techniques are used to simulate behavior for different gameplay requirements. In this chapter, we will implement a few of these techniques.
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