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.
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I’ve been talking about re-making a game I originally made in February 2015, called Gravity. This was one of my first games, after a few experiences with Ludum Dare; I decided to play to my strengths & create a platformer with no art to speak of (just different-colored squares) and to write the whole thing using vanilla JavaScript and the HTML5 canvas API.
Leave a CommentAs 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…
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