Slide 12
Slide 12 text
GameplayKit
areas of functionality
robust, flexible
implementations of
standard algorithms
Randomization
game world as a
graph, plan optimal
routes
Pathfinding
reusable gameplay
code
Entities &
Components
let game characters
move themselves
Agents, Goals,
Behaviors
untangle complex
procedural code
State Machines
Separate game
design from code,
implement fuzzy
logic reasoning
Rule Systems
model for your turn-
based game
Minmax