Path: chuka.playstation.co.uk!news From: "Peter" Newsgroups: scee.yaroze.freetalk.english Subject: Re: AI Date: Tue, 20 Feb 2001 17:57:57 -0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 27 Message-ID: <96ub0f$17p1@www.netyaroze-europe.com> References: <96trbh$ivd2@www.netyaroze-europe.com> Reply-To: "Peter" NNTP-Posting-Host: host213-1-131-176.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 There are a number of approaches you can take. One of the most used is the finite state machine which you can model in UML (which I highly recommend). These basically describe what states an object can exist in, what behaviour an object can do when its in that state and what events cause it to change from one state to another. You can find general information on the use of state machines and other AI stuff at http://www.gameai.com There's links to lots information from the 'Resources Quick Jump' menu at the bottom of the page. Hope you find it useful. Much Hugz, Peter "Shaun Gibson" wrote in message news:96trbh$ivd2@www.netyaroze-europe.com... > Hi, could anyone please give me tips on coding enemy AI. I'm making an rpg > and don't have a clue how I am going to make the enemies attack and/or > approach the player. The rpg is the type where the enemies are always > visible (eg. zelda / secret of mana), so its not just a case of doing random > attacks on a separate screen. Any help would be nice. > > Cheers, Shaun > >