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Behaviour Tree

AI tech demo

A behaviour tree implementation wired into our custom 2D engine, then pushed until it could run a boss fight.

C++Game AI

Implementing the tree is one thing. Proving it holds up is another, so I used it to build a boss level where the enemy has a real range of options: shoot bullets, dodge, spawn zombies, and move to a new position. The tree decides which one fits the current state of the fight, which is what makes the boss feel like it is reacting to you rather than running a loop.

The behaviour class

The demo

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