How can I create realistic NPCs in a C++ game?
To create realistic NPCs in a C++ game, you can implement behaviors using state machines and decision trees.
What are state machines and how do they work?
State machines are models that represent different states an NPC can be in, along with transitions based on events.
Can you give me an example of a simple state machine?
Sure! For an NPC, states could be 'Idle', 'Patrol', and 'Attack'. Transitions occur based on player proximity.
How do I implement decision trees for NPC behavior?
You can create a decision tree by defining nodes for conditions and actions, allowing NPCs to make choices based on game context.
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