We’ll be giving the bad guys pursue, attack, flyby and flee behaviours. How do we do this without all of the bad guys behaving identically? If we’re not careful they will flock together and fall into synchronized movements. Worse, they could be predictable (not much fun for a game!). Artificial intelligence (AI) is an interesting subject. Is the solution smoke and mirrors or do we need to program something “intelligent”?
It’s time for some housekeeping before the New Year! We’re going to change the design of our code completely in this Issue to support us as we venture forwards in 2011. We’ll also take some time to explain the water we added in Issue 4 and add some sounds effects along with a basic HUD.
Welcome back! In this issue you will learn how to add a sky to your game, add some lighting and some fog. You will create controls for your player and be able to fly around your 3D world, barrel roll, loop-the-loop and more! We’ll also dip into how the camera works and how to control it while also explaining how positioning and transformations work. With a further snippet on performance tuning there’s a lot to cover, so away we go…!