How do I design behavior trees for NPCs in my game?
Designing behavior trees involves defining the tasks and conditions that govern NPC actions. Start by identifying the NPC's goals.
What are the key components of a behavior tree?
The key components include nodes like actions, conditions, and decorators. Each node represents a specific behavior or decision.
Can you give me an example of a simple behavior tree?
Sure! A simple behavior tree might include a root node that checks if the NPC is hungry, then a child node that triggers eating if true.
How do I implement this in my game engine?
You can implement behavior trees using scripts or visual editors in your game engine. Many engines have built-in support for them.
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