fray
godot-steering-ai-framework
fray | godot-steering-ai-framework | |
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7 | 4 | |
219 | 1,021 | |
- | 4.4% | |
9.3 | 3.5 | |
3 months ago | about 2 months ago | |
GDScript | GDScript | |
MIT License | MIT License |
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fray
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Types of State Machines
Personally, my preference is to use 1 node for processing and then RefCounted types for structuring and traversing states. If you're interested you can view my state machine here. Otherwise, go with your node states, they're very unlikely to ever be a bottleneck.
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how bad would it be really if i just used a bunch of of else statements instead of using state machines for coding a 2d fighting game?
here take this https://github.com/Pyxus/fray
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Recently released Fray! A Godot combat framework that aids in the implementation of action / fighting game combat
Hey! The character in the gif is Ryougi Shiki from the game Melty Blood. She and the UI featured in the gif are just for demonstrative purposes and are not a part of the framework. Though you can view them in the demo project.
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How do i make agnostic combo controls for the brawler?
Never heard that terminology before but I know what you're describing! It's common in many 2d fighters. I'm working on a combat framework right now called Fray (Its still experimental otherwise I'd recommend using it) and my general approach was to create my own input checker that wraps around godot's input checks. One of the custom inputs types I have is a "ConditionalInput" which changes what it checks based on a string condition.
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How do I combine my code-wise State Machine with the State Machine in the AnimationTree?
As for animation canceling... You can change variable values in the AnimationPlayer. I would have a "can_cancel" variable or something like that, set it to false at the start of the animation and set it to true some point in the middle. If the attack button is pressed when "can_cancel" is true then transition into the next attack state. You might also want to run some kind of buffer so that the input can be given a few frames before canceling is possible just to make the controls feel better. It's still in the works but this is the general approach I took in my combat framework if you're interested in trying it.
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Working on a Fray! A Godot combat framework for implementing action / fighting game combat
You can find this example and the addon in Fray's github repo. Let me know what you think! https://github.com/Pyxus/fray https://github.com/Pyxus/fray/blob/main/docs/getting\_started/index.md
godot-steering-ai-framework
- Steering behaviours - creating a vector flow field and using it to path 'minions' around a 'leader' entity
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Make set of units follow each other in train-like manner
Found multiple following behaviours, but decided to use one from GDQuest's "AI following the leader" tutorial video, as it's nicely separated into static Steering class. Also found very cool Godot Steering AI Framework from same GDQuest, which is so modular and reusable that I guess 90% of developers should start using it instead of writing their own boilerplate.
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Battle for Rhiannon Network - Devlog Summary - Log 007
Battle for Rhiannon NetworkDevlog SummaryCard Battling 3rd Person ShooterGame Engine: Godot 3.3Days Left: 46---Log 007- Created Enemy to rushes PlayerTook some time to learn FSM and Steering AI with help from u/NathanGDQuestLinks to the projects below:https://github.com/GDQuest/godot-design-patternshttps://github.com/GDQuest/godot-steering-ai-framework
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Stress testing Godot Steering AI Framework and AStar. It works pretty smooth :)
I’m using https://github.com/GDQuest/godot-steering-ai-framework for steering. I calculate path using godot astar implementation and then apply it to follow path option of steering framework. The steering framework itself is not super performant as it is implemented using gdscript, but for my game it’s more than enough. Check out it’s specific steering options to get some inspiration. It is well documented and has a lot of examples.
What are some alternatives?
godot_card_engine - A plugin for Godot to create card based games
gebs - A bullet spawner/pool and visual helper made in GDscript.
Voxel-Core - Voxel plugin for the Godot game engine!
godot-behavior-tree-plugin - Behavior Tree implementation for the Godot Engine as an addon in pure GDScript
nativelib - NativeLib is a plugin management system for Godot engine.
imgui-godot - Dear ImGui plugin for Godot 4
godot-tool_button - Easily add buttons to the Godot inspector.
godot-open-rpg - Learn to create turn-based combat with this Open Source RPG demo ⚔
Signum - Signum - Free and open source text editor made with Godot.
godot-space-invaders - Personal attempt at remaking the classic arcade game, Space Invaders. A project used to learn more about Godot and preparing myself for Ludum Dare 49.
SpriteMesh - SpriteMesh is a plugin for Godot that allows you to create 3D meshes based on a 2D sprite.
Godot-GameTemplate - Template with all necessary stuff taken care, just create your games main features.