Game AI
Build enemies that see, move and decide: from perception and pathfinding to state machines, behavior trees and utility scores.
1. Field of View (Vision Cone)Decide what the agent can actually see.
coreAI
2. A* PathfindingFind a route around the level.
coreAI
3. Steering BehaviorsFollow that route with believable movement.
coreAI
4. Finite State MachineThe simplest way to decide what to do next.
coreAI
5. Behavior TreesKeep priorities manageable as behaviours multiply.
commonAI
6. Utility AIScore options when no fixed order fits the situation.
commonAI
