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An implementation of Artificial Intelligence using behaviour trees with dynamic mesh deformation.


Artificial Intelligence always sparked my interest, especially in games. Thus, I wanted to delve deeper into the inner workings of AI used in games, starting with the early beginnings like Valve's Half-Life using Finite State Machines, up to today's advanced implementations used in the most recent games.

For more details go to Wiki.


BehaviorTrees.mp4

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A small AI framework and implementation of behaviour trees and dynamic mesh deformation in Unity.

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