文件名称:《游戏编程精粹》光盘源代码
文件大小:6.83MB
文件格式:RAR
更新时间:2007-07-15 17:46:40
游戏编程类
《游戏编程精粹》光盘源代码Author: Steve Rabin E-mail: stevera@noa.nintendo.com Last revised: 5-20-00 This MS Visual C++ project is the AI engine described in the book Game Programming Gems within the article "Designing a General Robust AI Engine". Please refer to the book for a full explanation of the implementation. Comments within the code also provide additional information. The state machine language uses a few custom keywords that should be highlighted by Visual C++ in order to make the state machine more readable. You can get Visual C++ to highlight these words by placing the file "usertype.dat" (included in this directory) into the same directory as Msdev.exe (C:Program FilesMicrosoft Visual StudioCommonMSDev98Bin). The file "usertype.dat" is simply a text file listing the state machine keywords. Here is a brief overview of the state machine structure. Each game object can point to a state machine. When that game object receives a message, it gets routed to it s state machine. The state machine can execute any code on behalf of the game object and can send additional messages, delayed messages (timers), can change state, or can destroy itself. Actually, each state machine can execute any code within your game. It is completely general. The state machine language was designed to provide a simple, consistent, robust, and general implementation of a state machine to every game object. The language itself consists solely of macros that have been carefully crafted to fit together like puzzle pieces. You can see an example in the file "fsm_drone.cpp". The macro language can be found in the file "fsmmacros.h". The AI engine provided was ported from C++ to C in order to show that it doesn t rely on any object-oriented techniques and that its generally applicable (also for legal reasons). I would highly advise porting it back to C++ so that it can take advantage of object-oriented techniques (even though it doesn t require them). Good Luck!