Using the behavior tree system I created, I have created an AI brain that lets fighter ships dog fight one another. I've created several sub trees. there are subtrees to evade. subtrees to dogfight. I ran into some performance issues during rapid state transitions in the behavior tree. I was able to mitigate most of this by collapsing the complex logic into single nodes in the tree, rather than defining the entire logic based on tree structure.
below: a large number of ai ships dog fighting (debug lines on)
below: an example of a tree, showing an evade tree
DevBlog 10 - Making A DogFight Behavior Tree
Using my c++ behavior tree system I created a dogfighting behavior tree!
Posted by wafflemaker72 on
Impressive! I think I will steal some of these ideas for my game. :-)