How can I optimize non-player character behavior in C++ games?
You can optimize NPC behavior by using state machines, behavior trees, and pathfinding algorithms like A*.
What are state machines and how do they help with NPCs?
State machines allow NPCs to switch between different states (like idle, walking, attacking) based on conditions, making behavior more organized.
Can you explain behavior trees and their advantages?
Behavior trees provide a modular way to define NPC actions, allowing for more complex and flexible behaviors compared to state machines.
What pathfinding algorithms are best for NPC movement?
A* is widely used for its efficiency and accuracy, but Dijkstra's algorithm is also good for simpler scenarios.
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