Behavior Trees in combination with steering behaviors
first of all I want to say that I posted the same question in the unreal forums here but didn't get any answer.
My porblem is that I implemented steering behaviors like seek, flee, flocking and so on for my RTS game. I am currently using a simple FSM in the Tick function of each RTS Unit example: if IsTargetSet -> seek().
Because of more flexibility and maintainabilityI want to swtch to Behavior Trees. Same procedure. Decorater with IsTargetSet should activate the Seek behavior task. But since I need to calculate the steering forces in every Tick and the BT Task is only called once or at each BT Tick the calculations would be wrong, wouldn't they?
I maybe need some more in depth knowledge about the BT Tasks.
asked Jan 21 '17 at 05:30 PM in C++ Programming
Here are some good places to learn more about Behavior Trees
answered Jan 21 '17 at 07:05 PM
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