How do behavior trees work in C++ game engines?
Behavior trees are a way to model AI decision-making in games. They consist of nodes that represent tasks, conditions, and control flow.
Can you explain the different types of nodes in a behavior tree?
Sure! The main types of nodes are action nodes, condition nodes, and control nodes like selectors and sequences.
How do I implement a simple behavior tree in C++?
You can start by creating a base class for nodes, then derive specific node types. Use a tree structure to manage the nodes.
What are the advantages of using behavior trees over finite state machines?
Behavior trees offer more flexibility and modularity, allowing for easier debugging and reusability of behaviors.
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