This is the second part of the ant simulation inspired by a video posted by Sebastian Lague. In this post I wanted to go through adding attributes like collecting food, leaving trails and death in the simulation, but I realized that all of that is not possible in just one post, so I will just... » read more
I published a post on how to use Behavior Trees to create artificial Intelligence for NPC in which I talked about What is a Behavior Tree, the type of BT nodes, commonly used nodes, and the functioning of a Behavior Tree. I also talked about using different available implementations of Behavior Trees in Godot. I... » read more
Behavior Trees are a common mathematical model of execution order or plan when writing for Artificial Intelligence most commonly in Games and Robotics. It is used in place of the Finite State Machine but has a some benefits over the FSM. The most important one is that it has the capability to be expanded into... » read more
Basic Trigonometry for Game Development Trigonometry derives from Greek words tigonon or Sanskrit word trikona both meaning triangle and metron from Greek or matra from Sanskrit, both meaning measurement. India created the earliest known tables of values of trigonometric functions such as sine and cosine. So why do we need to know about trigonometry in... » read more
Unless your game is only about clicking a few buttons or just text based adventure, you would at some level need to move things around in a 2d or 3d space. In order to know where our moving objects are going to be present in the next frame, we need to have some knowledge of Vector Math. Vectors contain information of direction andor magnitude.