What are attractors and repulsors? How do they interact with a steering system? When are they useful, and what are their limitations? When can they be used for obstacle avoidance, and when are they insufficient?
Answer / Jagat Pal
A Finite State Machine (FSM) is a model of computation that describes the possible states an entity can be in, and the transitions between those states based on certain events or conditions. It consists of states, transitions, and actions. Each state represents a distinct behavior or condition, and each transition indicates a change from one state to another. When an event occurs, the FSM moves to a new state if there is a matching transition. FSMs are used in game development to design the behavior of AI characters by defining their possible states (e.g., idle, walking, attacking) and the transitions between them based on specific conditions or triggers. For example, an AI character might be in the 'idle' state until it sees an enemy, at which point it transitions to the 'attack' state.
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