mitm001 8 سال پیش
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      src/docs/asciidoc/jme3/advanced/jme3_ai.adoc

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src/docs/asciidoc/jme3/advanced/jme3_ai.adoc

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-Most games written need some type of link:https://en.wikipedia.org/wiki/Artificial_intelligence_(video_games)[Artificial Intelligence] to deliver a feeling of realism, excitement or challenge to the player. AI can be as simple as having an NPC (Non Player Character) respond to some action taken by a player or as complicated as smoothly navigating your way through a scene full of obstacles without getting stuck. It's a time-consuming and significant challenge to develop these systems so its much easier to use an existing library to do the heavy lifting for you. 
+Most games written need some type of link:https://en.wikipedia.org/wiki/Artificial_intelligence_(video_games)[Artificial Intelligence] to deliver a feeling of realism, excitement or challenge to the player. AI can be as simple as having an NPC (Non Player Character) respond to some action taken by a player or as complicated as smoothly navigating your way through a scene full of obstacles without getting stuck. It's a time-consuming and significant challenge to develop these systems so its much easier to use an existing library to do the heavy lifting for you.
 
 Unfortunately, the jMonkeyEngine comes with no official library for dealing with AI. There is, however, the jme3 Artificial Intelligence library that is probably the closest there is to an official release. Although it never made it into any official releases, it was designed, in part, by core team members. It consists of two separate AI models, a link:https://en.wikipedia.org/wiki/Navigation_mesh[Navigation Mesh] library using link:https://en.wikipedia.org/wiki/Pathfinding[path-finding], and a simple Steering Behaviours library that uses path-following.