ReGoap
SimpleGOAP
ReGoap | SimpleGOAP | |
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1 | 1 | |
977 | 16 | |
- | - | |
0.0 | 10.0 | |
over 2 years ago | about 2 years ago | |
C# | C# | |
Apache License 2.0 | - |
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ReGoap
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Noob trying to create flexible AI workers
You might want to look into Goal-Oriented Action Planning (GOAP). Example implementation with plenty of resources can be found here.
SimpleGOAP
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GOAP (Goal-Oriented Action Planning) is absolutely terrific.
If anyone is looking for a simple C# GOAP library, I wrote one earlier this year for fun. I haven’t used it myself for gamedev yet, but it should be quite easy to integrate into Godot Mono: https://github.com/tckerr/SimpleGOAP
What are some alternatives?
MonikAI - Monika from DDLC keeping you company on your desktop!
ai-series-part-14.5 - Project used in the AI Series Part 14.5 Unity Tutorial where I show how to approach optimizing code, using our runtime navmesh generation as the optimization target
ai-series-part-31 - learn how to show a path to a specific target without using a NavMeshAgent. We'll calculate the path on a NavMesh from the player's current location (controlled via a Third Person Controller) to the target location, and show that with a LineRenderer. The path calculation has a few knobs to turn, how high above the NavMesh to draw the line and how frequently to recalculate the path.
ai-series-part-24 - Tutorial repository for AI Series Part 24, which is the 4th and final part of a sub-series to implement enemy skills and abilities. In this repository we have extended the foundation from part 21, 22, and 23 to implement a new instant-cast ability - poison gas
mountain-goap - A GOAP (Goal Oriented Action Planning) AI library, written in C#.
ultimate-volleyball - 3D RL Volleyball environment built on Unity ML-Agents
ai-series-part-20 - This tutorial repository is the end state of the AI Series Part 20 - Weighted Random Spawning video where we implement a new spawn method and define these spawn configurations in ScriptableObjects.
ai-series-part-14 - Project corresponding to AI Series Part 14 where we implement Baking NavMesh at Runtime around the Player, instead of baking on the entire scene