behavior-tree
emergent
behavior-tree | emergent | |
---|---|---|
1 | 2 | |
25 | 81 | |
- | - | |
1.6 | 3.7 | |
11 months ago | 5 months ago | |
Rust | Rust | |
- | GNU General Public License v3.0 or later |
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behavior-tree
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BITGUN Demo is now live on Steam - a game made in Rust and Godot by a two person fulltime indie dev team over the past 9 months
After pathfinding was implemented we slowly started converting more of the codebase, wrote a behavior tree crate (don't recommend you use it, but it works and the game uses it), then we converted almost all of the ingame UI to egui (healthbars, inventory, icons, etc., basically everything but the main menu is egui now).
emergent
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Are there any Generic FSM in Rust for dynamic mapping during runtime ?
https://github.com/PsichiX/emergent made mainly for games in mind but still works anywhere.
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[Book] Emergent AI - Smart agents and events for games
Crate repo: https://github.com/PsichiX/emergent
What are some alternatives?
bevy - A refreshingly simple data-driven game engine built in Rust
kalk - Scientific calculator with math syntax that supports user-defined variables and functions, complex numbers, and estimation of derivatives and integrals
hecs - A handy ECS
raylib-rs - Rust bindings for raylib
tract - Tiny, no-nonsense, self-contained, Tensorflow and ONNX inference
async-graphql - A GraphQL server library implemented in Rust
gdnative - Rust bindings for Godot 3
grex - A command-line tool and Rust library with Python bindings for generating regular expressions from user-provided test cases
artichoke - 💎 Artichoke is a Ruby made with Rust
hello-world.rs - 🚀Memory safe, blazing fast, configurable, minimal hello world written in rust(🚀) in a few lines of code with few(1092🚀) dependencies🚀