I recently took it upon myself to implement an HTN (Hierarchical Task Network) planner in my game engine. While other AI methodologies (behavior trees, finite state machines, etc) are fairly well-documented, I didn’t find much on HTNs outside of Exploring HTN Planners through Example, so decided to write this blog post about my implementation and thoughts.
Author: Alic Szecsei
As I’ve started coding in C++ again instead of Rust, I’ve found myself missing Rust’s trait system a lot. I love static type checking; in…