NEAT_GDScript
beehave
NEAT_GDScript | beehave | |
---|---|---|
2 | 12 | |
16 | 1,630 | |
- | - | |
0.0 | 8.1 | |
almost 3 years ago | 16 days ago | |
GDScript | GDScript | |
MIT License | MIT License |
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.
NEAT_GDScript
-
I mashed together some public NEAT implementations with GDScript to make a sort of simulated ecosystem with evolving brains, it just laggs a lot. (a lot.) [open-source]
Link to repository that I studied (copied)
- My NEAT/Neural Network implementation is finally up! It's pending approval on the Asset Library, but you can already download it via GitHub.
beehave
-
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?
-
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
-
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:
-
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
-
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...
-
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?
angry-aliens - Angry Birds like mobile game. Used for tutorials on how to create a mobile game with Godot 3
godot4-oceanfft - Tessendorf FFT based ocean waves and buoyancy in Godot 4 using compute shaders
godot-click-through-transparent-window - A demo project for the Godot Engine that features a transparent window with click-through capability. [Moved to: https://github.com/atadenizoktay/godot-click-through-transparent-window]
godot-behavior-tree - A GDScript implementation of a behavior tree for AI, built through Godot nodes.
godot-steering-ai-framework - A complete framework for Godot to create beautiful and complex AI motion. Works both in 2D and in 3D.
gdx-ai - Artificial Intelligence framework for games based on libGDX or not. Features: Steering Behaviors, Formation Motion, Pathfinding, Behavior Trees and Finite State Machines
GodotTouchInputManager - Asset that improves touch input support (includes new gestures) in the Godot game engine. It also translates mouse input to touch input.
Godot-TextEditor - A text editor for the Godot game engine.
godot-coi-serviceworker - A Godot plugin that enables cross-origin isolation for web exports
godot-replayer-system - Simple Godot cutscene event replay recording and playback engine
HierarchicalFiniteStateMachine - A powerful and easy-to-use Godot plugin for Hierarchical Finite State Machine with visual editing.
Godot - Godot Engine – Multi-platform 2D and 3D game engine