What are some of the limitations of state machines? When is the use of state machines appropriate, and when are they insufficient to generate the kinds of behaviors you need in a game?
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A bank offers 5% compound interest calculated on half-yearly basis. A customer deposits Rs. 1600 each on 1st January and 1st July of a year. At the end of the year, the amount he would have gained by way of interest is:
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What are attractors and repulsors? How do they interact with a steering system? When are they useful, and what are their limitations? When can they be used for obstacle avoidance, and when are they insufficient?
To fill a tank, 25 buckets of water is required. How many buckets of water will be required to fill the same tank if the capacity of the bucket is reduced to two-fifth of its present ?
A fires 5 shots to B's 3 but A kills only once in 3 shots while B kills once in 2 shots. When B has missed 27 times, A has killed:
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What's the difference between a finite state machine (FSM) and a hierarchical finite state machine (HFSM)? Give an example of a hierarchical state machine with functionality that you could not easily replicate in a non-hierarchical FSM.
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You're working on a game that involves enemy wizards dueling each other. Each wizard has at least a dozen different spells at his disposal -- some of them simply inflict damage, while others will temporarily stun or immobilize an enemy, slow him, prevent him from casting spells for a brief duration, teleport the caster a short distance, or give the caster a temporary shield. A wizard can only cast one spell at a time, but each spell has a fixed cooldown (time before it can be cast again) and an associated mana cost (assume no mana regeneration). Describe some ways you might implement a competent AI system for a wizard.