Hey this makes sense, I am only talking with the FSM paradigm because I do not really *get* the BT paradigm yet, however the above is similar to what I thought it would be, check which trigger is active (be it a state, a key down, a collision) then run that behaviour.
One other question on this, with FSMs (especially Playmaker) there is a lot of event based communication to de-couple certain things, so like one thing may be listening for input and based upon the input that would fire an event for another state to pick up, so something like CheckForInputState, then if “Space” was pressed raise the “Attacking” event, if a <move> key was pressed fire the “Moving” event etc, so is there any sort of event based interactions within behaviour trees or is it all done in a hierarchical manner? I would assume it is only done as a tree hence the name Behaviour TREES.
Login
Register
By registering on this website you agree to our Privacy Policy.