|Martin Estgren 02acbac5a5 rewrote part of 3.2 to make it more clear how behaviours communicates||2 years ago|
|core||2 years ago|
|desktop||3 years ago|
|documents||2 years ago|
|gradle/wrapper||3 years ago|
|.gitignore||3 years ago|
|LICENSE.md||3 years ago|
|README.md||3 years ago|
|build.gradle||3 years ago|
|gradle.properties||3 years ago|
|gradlew||3 years ago|
|gradlew.bat||3 years ago|
|settings.gradle||3 years ago|
A fast-paced top-down shooter written for the course TNM095 “AI for Interactive Media” at LiTH. It features a full behaviour tree implementation for the bot’s decision making process, a homebrew pathfinding system using a-star and a method for evolving the behaviour tree and its nodes/actions/condition by using genetric programming. We have written a paper on this called Behaviour Tree Evolution by Genetic Programming which you should find on the internet or here.
You can find the bundled technical report in the
documents folder. Assuming you have
pdflatex and company, just go into that directory and issue
make. If you are on Windows or non-Unix system, too bad… Download MinGW or get a real operating system. After that you should have a
report.pdf. You know what to do after this I hope.
If you’ve ever built anything using Gradle. It’s obvious:
gradlewwrapper (packaged) for setup.
Most of this will be fetched automatically by
gradlew, but in case you want to do things the old fashioned-way, here is a list of the libraries, Java versions and tooling used. It might still work with older libraries of versions of Java, but you will be treading in unknown territory. You will need to fix any issues that may arise yourself. You’ve been warned.
All our assets are taken from elsewhere, since we are programmers, we suck at making art and audio. Luckily some people have released some good quality assets for free and under a permissive license (creative commons). This enables us to still keep our MIT license for the game.