hsm VS BehaviorTree.CPP

Compare hsm vs BehaviorTree.CPP and see what are their differences.

hsm

C++ framework library to simplify state-driven code (by amaiorano)
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hsm BehaviorTree.CPP
1 4
106 2,690
- 4.5%
0.0 9.3
over 2 years ago 1 day ago
C++ C++
MIT License 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.
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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.

hsm

Posts with mentions or reviews of hsm. We have used some of these posts to build our list of alternatives and similar projects.
  • Is it ok to have state-wide conditions in a Finite State Machine? Or does that defeat the purpose?
    1 project | /r/gamedev | 13 Oct 2021
    Finally you can make a more complete Hierarchical (or Nested) State Machine, which allows you to have states within states. This is what we've done in several games I've worked on. This can allow reusing states in multiple contexts, such as being in an Idle state that pushes a Targeting state, or in a Running state that also pushes the Targeting state. You are then considered in all of the states on your state stack. This is tricky to implement right though and needs careful design, but used correctly can be extremely powerful. I'm aware of a C++ HSM library that I can recommend ( https://github.com/amaiorano/hsm ), but there's probably other good ones out there.

BehaviorTree.CPP

Posts with mentions or reviews of BehaviorTree.CPP. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2023-06-22.