beehave
godot-behavior-tree
beehave | godot-behavior-tree | |
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12 | 4 | |
1,607 | 190 | |
- | - | |
8.1 | 0.0 | |
8 days ago | over 1 year ago | |
GDScript | GDScript | |
MIT License | GNU General Public License v3.0 or later |
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beehave
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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
godot-behavior-tree
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Any advice for making better enemy AI?
Check out Behaviour Trees.
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Hi, I'm currently working on porting one of the behavior tree plugins to Godot 4 as built-in feature. Let me know in the proposal post if you think that this would be a useful feature.
Since my C++ behavior tree is based on this plugin (https://github.com/kagenash1/godot-behavior-tree) then yes, it should be possible to setup own ai goals.
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Wanting to create a JRPG monster-catching game, but I don't know how...
For the AI if you want something that is industry standard to control the flow you need to use again some sort of state machine or better a behaviour tree. With a behaviour tree you can have lots of nuance. My favourite behavior tree plugin is: https://github.com/GabrieleTorini/godot-behavior-tree
- How to make better AI
What are some alternatives?
godot4-oceanfft - Tessendorf FFT based ocean waves and buoyancy in Godot 4 using compute shaders
godot-behavior-tree-plugin - Behavior Tree implementation for the Godot Engine as an addon in pure GDScript
gdx-ai - Artificial Intelligence framework for games based on libGDX or not. Features: Steering Behaviors, Formation Motion, Pathfinding, Behavior Trees and Finite State Machines
gd-YAFSM - Yet Another Finite State Machine for godot
Godot-TextEditor - A text editor for the Godot game engine.
Pixelorama - Unleash your creativity with Pixelorama, a powerful and accessible open-source pixel art multitool. Whether you want to create sprites, tiles, animations, or just express yourself in the language of pixel art, this software will realize your pixel-perfect dreams with a vast toolbox of features. Available on Windows, Linux, macOS and the Web!
godot-coi-serviceworker - A Godot plugin that enables cross-origin isolation for web exports
godot-steering-ai-framework - A complete framework for Godot to create beautiful and complex AI motion. Works both in 2D and in 3D.
godot-replayer-system - Simple Godot cutscene event replay recording and playback engine
behavior-tree - Behavior Tree Plugin for the Godot Engine
HierarchicalFiniteStateMachine - A powerful and easy-to-use Godot plugin for Hierarchical Finite State Machine with visual editing.
godot-proposals - Godot Improvement Proposals (GIPs)