X hits on this document

PDF document

Enhanced NPC Behaviour using Goal Oriented Action Planning - page 65 / 110

290 views

0 shares

0 downloads

0 comments

65 / 110

task involved with implementing the FSM system was to create all the designed states. This proved quite tricky as several states could transition to other states, if not all of them. Even with the design in place, capturing all of the possible transitions was an arduous and error prone task and took a good deal of debugging as states often ‘flipped’ rapidly back and forth between one another or wrong states were selected.

Even though there were only twelve states in the Domination game finite state machine, figure 11 outlines the transitions between the states. The large amount of state transitions is clearly visible even though some of the transitions were left out of this diagram for the sake of clarity (notably the Idle state transitions to any other state, it only has states transitioning to it in this diagram).

Figure 11 Transitions between states

57

Document info
Document views290
Page views294
Page last viewedTue Dec 06 10:12:58 UTC 2016
Pages110
Paragraphs700
Words23812

Comments