AiGameDev.com
Welcome to your new online hub for Game AI!

“The Paris Game AI Conference will sell out shortly. Already beyond our threshold.” – Alex

membership

The registration for the Premium Membership Area is now open again!
Find out more!

sponsors

categories


subscribe

Search


related articles

Sponsors

SpirOps

Pathengine

Cover Object Behavior. You're Doing It Wrong!

Alex J. Champandard

A couple weeks ago I discussed the challenges of implementing cover behaviors in a modern shooter, but this photo illustrates the point even better:

Photo 1. See the large version here (forum registration required).

Lesson learned, make sure each of your cover objects have a lock so they can’t be occupied by more than one agent! You may also want to check out this previous article about different ways to approach the problem of taking cover in a game.

Strategies for Implementing Cover Behaviors

Implementing good combat behaviors using cover isn’t always straightforward, but game developers often use the same tricks to solve this problem. This article looks into the process of placing the cover points manually or using automated analysis, as well as the behaviors for selecting and using cover. Click here to read.


NOT LOGGED IN
Bookmark and Share

Comments

Comment on this article.

(There are currently no comments to this article.)