Implementing a simple behavior tree in Unreal Engine 4

Image displays a level with markers for a neural network

A while ago I started working on a new game project. It’s called Saturday Morning Frag (Let it be SMF for short). Some sort of an arena shooter with bots – that is the idea at the current moment. Anyway, at first, the idea was to employ machine learning™ for bots AI. I was overenthusiastic at that moment. I eagerly started to build layers for my neural network. I haven’t achieved anything significant before I realized that I need to choose: either I am making a game or I am building a neural network. So, I chose the game and switched to UE4 behavior trees.

Today I finished the very first draft version of a bot AI implemented by means of a behavior tree and happy to share what I’ve learned and how you could do something similar. Read More

Unreal Engine C++ course on Udemy by Ben Tristem

There are a few striking differences between Enterprise Software Development and Game Development. I am talking about differences here because at first sight these two things are similar. Both include coding on the same set of languages (C#, C++), both produce software. But this is where the similarities end.

I got used to a methodological approach in developing a software for business. There are a lot of academic researches which goal is just to improve a development process itself. This is where Agile and Scrum came from. This lead to things like CI and CD and Docker, Kubernetes, etc. And this is what Game Development industry has a lack of. For instance, you need a good reasoning for choosing a mono-repository systems to store your source code. But for gamedev industry Perforce is a default tool. Read More