Building Modular Game AI: Implementing Behavior Trees with Go Interfaces
Why Behavior Trees for Game AI? If you’ve ever built game AI using finite state machines, you’ve likely hit their limitations: rigid transitions, difficulty composing behaviors, and maintenance nightmares. Behavior trees offer a more flexible, modular approach that’s become the industry standard for game AI. In this post, I’ll show you how to implement behavior trees in Go using interfaces, creating reusable AI components that can power everything from enemy NPCs to complex AI companions. ...