How do state machines work in C++ game AI?
State machines are a design pattern used to manage the states of an AI character. In C++, they help define behaviors based on the current state.
Can you give me an example of a state machine in a game?
Sure! For instance, a character can have states like 'Idle', 'Walking', and 'Attacking'. The state machine transitions between these based on player input or game events.
What are the benefits of using state machines?
State machines simplify the management of complex behaviors, making the code easier to read and maintain. They also help in debugging by clearly defining states and transitions.
Are there any drawbacks to using state machines?
Yes, if not designed properly, state machines can become overly complex and hard to manage, especially with many states and transitions.
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