How can I implement NPC behavior in a C++ game?
You can use state machines to manage NPC behavior, allowing them to switch between different states like idle, patrol, and attack.
What are state machines and how do they work?
State machines are a design pattern that allows an object to change its behavior based on its state. Each state has specific actions and transitions to other states.
Can you give me an example of a simple state machine for an NPC?
Sure! For an NPC, you might have states like 'Idle', 'Patrol', and 'Chase'. When the NPC sees a player, it transitions from 'Idle' to 'Chase'.
How do I implement transitions between these states?
You can implement transitions by checking conditions in your game loop. For example, if the player is within a certain range, switch from 'Patrol' to 'Chase'.
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