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Tomer Barkan

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About Tomer Barkan

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  1. Tomer Barkan

    Question about composite nodes in behavior trees

    An update, one way I've seen this solved, is marking which nodes are "interrupting". This means that these nodes will be evaluated every tick (if they are in the path to the current running node), while other nodes will not.   Funny thing is, in all the articles I've read that describe how behavior trees work, and even those implementing them, no one mentions this issue... It seems like a kind of problem that everyone would encounter.
  2. Tomer Barkan

    Question about composite nodes in behavior trees

      But then none of the sequences on the way to the current node will be evaluated, because they are all 'running', and the BT won't be able to react to changes...? And same with Selectors.
  3. Tomer Barkan

    Question about composite nodes in behavior trees

      Thanks, but then it wouldn't support reaction to state changes. For example, if an agent is walking somewhere, and suddenly an enemy comes near, I expect him to stop the walking and defend himself. (I read the article btw, he doesn't really explain this although he mentions it)       I'm not trying to find a solution for a problem, I'm trying to understand how the "common" design for behavior tree works, and wasn't able to figure this part out from anything that I've read.   As I said, I'm trying to figure out how "common" BTs should work. I'm sure I'll make my own tweaks and adjustments as necessary, but my question includes two cases which I consider to be fundamental, and from what I've read behavior trees should be able to handle such a problem easily, I'm just not clear on the details of how.   Not using any tool in particular, still investigating the subject in order to decide which tool is best for me (or writing my own of course)
  4. Hey devs,   I've been learning a lot about behavior trees, but one thing is a bit confusing to me.   On one hand, the behavior tree starts from the root every tick, and re-checks all the conditions, so it can adjust to changes. On the other hand, a sequence can be used to group perform several actions one after the other.   Now, if the sequence finished performing the first action, it will start the second action, but in the next tick, won't it try to evaluate the first action once again?   For example, assume a root node sequence, that has 3 children: Walk to door, open door, walk to bed. So at first it will perform walk to door, and continue performing it (because the walk to door node will return "running" state) until the ai reaches the door. Then the walk to door node will return success, because the character is already at the door, and the open door node will execute until the door is open. Next, both the walk to door and open door nodes return success, it will move on to the walk to bed node. After a tick of walking to bed, the ai is no longer near the door, so next time the "walk to door" node is ticked, instead of returning success, it will walk the AI back towards the door and return "running", until it is back at the door.   So the way I understand, it will be stuck walking one step from the door to the bed and back, over and over.   What am I not getting here?
  5. Tomer Barkan

    Recommended Ai Books And Sites

    How come none of these books talk about Behavior Trees, which to the best of my knowledge is the prominent AI architecture in the games industry these days? Can anyone add or recommend such books?
  6. Tomer Barkan

    Tile-based room spawning (Unity3d)

    There's tons of information in the web about procedural generation, specially of dungeons and such.   Here's one lecture I attended that was very helpful (It's from Unity's Unite conference, but the concepts and algorithms are not unity-specific)  
  7. Tomer Barkan

    Demonstrating a strategy game in a convention

    Thank you both, that's good advice that I can definitely use. I'm leaning toward a minute of simulation, as you prepare to be attacked, and then the main playthrough would be one tactical combat.   There'll be two of us presenting, as to how many players... It's our first time presenting in these conventions so I'm not sure (the larger one is Reboot Infogamer).   I also posted this question on reddit and it generated some interesting feedback.
  8. Hey,   We are preparing to demonstrate our game Judgment in a bunch of gaming conventions that are coming up. I'm having a hard time preparing the game for such a demonstration.   The challenge is that when people play games in such conventions they usually dedicate a few minutes tops to each game, specially in the indie areas. A strategy simulation game such as Judgment, however, is more complex than your standard console game and takes time to learn and get into.   I thought of throwing the players straight into combat. But then I'm afraid they'll miss on a lot of what the game has to offer - colony building, equiping the team, exploring the world, research, etc.   Another option that came to mind was an advanced colony, and letting the players experiment around. But then my fear is that they will be lost with all the possibilities that are available all at once.   The regular learning curve is a bit slow for such a demonstration...   Has anyone presented or seen a deep strategy game being demonstrated in an interesting way?    
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