
Panda Hell update #9: More art and enemy AI using the A* Search algorithm
Is Artificial Intelligence week! If I though the complexity of the procedural level generation was quite something, digging deeper into the basic AI development for the enemies has been also quite the endeavor. At the moment all enemies share an EnemyBrain script which follows few simple rules to interact with the user, in a nutshell is based on a “Wander, follow, retreat” behavior where the … Continue reading Panda Hell update #9: More art and enemy AI using the A* Search algorithm