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	<title>Comments on: Yet More On Behaviour Trees</title>
	<atom:link href="http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/feed/" rel="self" type="application/rss+xml" />
	<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/</link>
	<description>Blue Sky Games</description>
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		<title>By: Game AI Roundup Week #28 2008: 13 Stories, 1 Video, 1 Quote, 1 Event &#8212; AiGameDev.com</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/comment-page-1/#comment-15</link>
		<dc:creator>Game AI Roundup Week #28 2008: 13 Stories, 1 Video, 1 Quote, 1 Event &#8212; AiGameDev.com</dc:creator>
		<pubDate>Mon, 14 Jul 2008 12:08:23 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-15</guid>
		<description>[...] TriangularPixels.com Â» Yet More On Behaviour Trees [...]</description>
		<content:encoded><![CDATA[<p>[...] TriangularPixels.com Â» Yet More On Behaviour Trees [...]</p>
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		<title>By: alexjc</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/comment-page-1/#comment-12</link>
		<dc:creator>alexjc</dc:creator>
		<pubDate>Sat, 12 Jul 2008 23:09:57 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-12</guid>
		<description>Definitely!  Get something working even if it has flaws, then improving it the next time around is much easier :-)

Alex</description>
		<content:encoded><![CDATA[<p>Definitely!  Get something working even if it has flaws, then improving it the next time around is much easier <img src='http://triangularpixels.net/games/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Alex</p>
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	<item>
		<title>By: JC</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/comment-page-1/#comment-11</link>
		<dc:creator>JC</dc:creator>
		<pubDate>Sat, 12 Jul 2008 00:01:23 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-11</guid>
		<description>I think that makes sense, although it probably means my animation system needs another layer to handle that kind of request since at the moment it&#039;s pretty simple.

I&#039;m getting to the point where I can&#039;t quite see the wood for the trees - I suspect the best way forwards now is to get my hands dirty and see what works and what doesn&#039;t...</description>
		<content:encoded><![CDATA[<p>I think that makes sense, although it probably means my animation system needs another layer to handle that kind of request since at the moment it&#8217;s pretty simple.</p>
<p>I&#8217;m getting to the point where I can&#8217;t quite see the wood for the trees &#8211; I suspect the best way forwards now is to get my hands dirty and see what works and what doesn&#8217;t&#8230;</p>
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	<item>
		<title>By: alexjc</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/comment-page-1/#comment-10</link>
		<dc:creator>alexjc</dc:creator>
		<pubDate>Fri, 11 Jul 2008 23:20:24 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-10</guid>
		<description>The important thing here is to decouple your AI logic from the animation state.  So you don&#039;t have the AI mirror individual transitions in your animation systems.  Instead, you just have the AI decide what to do based on the animation state variable, which is decoupled.

So when you request a death animation, the AI reads the current animation state, potentially using other factors to decide what to do, then requests an animation.

Does that make sense?  It&#039;s getting late :-)

Alex</description>
		<content:encoded><![CDATA[<p>The important thing here is to decouple your AI logic from the animation state.  So you don&#8217;t have the AI mirror individual transitions in your animation systems.  Instead, you just have the AI decide what to do based on the animation state variable, which is decoupled.</p>
<p>So when you request a death animation, the AI reads the current animation state, potentially using other factors to decide what to do, then requests an animation.</p>
<p>Does that make sense?  It&#8217;s getting late <img src='http://triangularpixels.net/games/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>Alex</p>
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	<item>
		<title>By: JC</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/comment-page-1/#comment-9</link>
		<dc:creator>JC</dc:creator>
		<pubDate>Fri, 11 Jul 2008 09:02:12 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-9</guid>
		<description>I&#039;ve not seen the Halo 2 one, I&#039;ll have to hunt that down, thanks. Have you any ideas for handling the transitions to damaged/death behaviors and animations that I mentioned above?</description>
		<content:encoded><![CDATA[<p>I&#8217;ve not seen the Halo 2 one, I&#8217;ll have to hunt that down, thanks. Have you any ideas for handling the transitions to damaged/death behaviors and animations that I mentioned above?</p>
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	<item>
		<title>By: alexjc</title>
		<link>http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/comment-page-1/#comment-8</link>
		<dc:creator>alexjc</dc:creator>
		<pubDate>Thu, 10 Jul 2008 23:08:50 +0000</pubDate>
		<guid isPermaLink="false">http://triangularpixels.net/games/development/2008/07/10/yet-more-on-behaviour-trees/#comment-8</guid>
		<description>The reason for the video is that I prepared the whole talk for the Game Developer&#039;s Conference (GDC) and it was an easy way to get all that work down for future reference.

It&#039;s true though, a comprehensive article would do the trick too.  (Damian Isla&#039;s Halo 2 paper on Gamasutra is not bad though.)

Alex
AiGameDev.com</description>
		<content:encoded><![CDATA[<p>The reason for the video is that I prepared the whole talk for the Game Developer&#8217;s Conference (GDC) and it was an easy way to get all that work down for future reference.</p>
<p>It&#8217;s true though, a comprehensive article would do the trick too.  (Damian Isla&#8217;s Halo 2 paper on Gamasutra is not bad though.)</p>
<p>Alex<br />
AiGameDev.com</p>
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