domains / families / software-engineering / game-ai

game-ai

separate

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.

When to use

When not to use

Skill page

Source

RepositoryPath
gamedev-skills/awesome-gamedev-agent-skillsskills/disciplines/game-ai/SKILL.md