CastleClimbersParts
Code for each section of the Castle Climber 2D Platformer series. (by christinec-dev)
beehave
🐝 behavior tree AI for Godot Engine (by bitbrain)
CastleClimbersParts | beehave | |
---|---|---|
1 | 12 | |
4 | 1,630 | |
- | - | |
5.2 | 8.1 | |
10 months ago | 13 days ago | |
GDScript | GDScript | |
- | MIT License |
The number of mentions indicates the total number of mentions that we've tracked plus the number of user suggested alternatives.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
CastleClimbersParts
Posts with mentions or reviews of CastleClimbersParts.
We have used some of these posts to build our list of alternatives
and similar projects.
-
Learn Godot 4 by Making a 2D Platformer — Part 18: Game Over & Death
Your code should look like this.
beehave
Posts with mentions or reviews of beehave.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-14.
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How to organize code?
For a beehavioural tree i recommend taking a look at this plugin: https://github.com/bitbrain/beehave
- Any workaround(s) for this odd plugin quirk?
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Testing a new enemy for my top-down shooter.
The enemy is a variation of the alien enemy I already had. The AI is implemented with beehave (https://github.com/bitbrain/beehave). This is just a test map.
- Dev snapshot: Godot 4.1 beta 2
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Has anyone done a comprehensive comparison of GUT versus GdUnit4 for unit testing?
I have used both extensively and I do prefer gdUnit personally. I use it as a unit test solution for my addon called 'beehave'. Do not get me wrong: GUT gets the job done equally well but some of the design decisions of gdUnit I prefer:
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Simulating random walk with placeable pathing
This is my first bout with behavior tree AI programming. I'm using beehave to simulate the square AI to just do a random walk combined with a tileset with a configured navmap.
- bastante curioso el plugin
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Working on AI? Checkout the Beehave addon
Beehave is a tool for building Behavior Trees for different components of your game. NPCs, Enemies, Bosses, or whatever you need to have some sort of behavior tree/AI associated with it. It works in both Godot 3 and Godot 4.
- An attempt to make enemy AI...
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State machines. Learned how and I'm never going back.
There’s a nice behavioral tree addon for godot: https://github.com/bitbrain/beehave
What are some alternatives?
When comparing CastleClimbersParts and beehave you can also consider the following projects:
godot-tactical-rpg - A tactical role-playing game demo for the Godot Engine
godot4-oceanfft - Tessendorf FFT based ocean waves and buoyancy in Godot 4 using compute shaders