godot-behavior-tree-plugin
Behavior Tree implementation for the Godot Engine as an addon in pure GDScript (by godot-addons)
godot-steering-ai-framework
A complete framework for Godot to create beautiful and complex AI motion. Works both in 2D and in 3D. (by GDQuest)
godot-behavior-tree-plugin | godot-steering-ai-framework | |
---|---|---|
3 | 4 | |
208 | 1,012 | |
0.0% | 3.6% | |
0.0 | 3.5 | |
almost 4 years ago | about 1 month ago | |
GDScript | GDScript | |
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.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
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.
godot-behavior-tree-plugin
Posts with mentions or reviews of godot-behavior-tree-plugin.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-08-04.
-
Can someone explain to me Godot's Scene, Node and Signal Architecture/System in terms of Unity Scenes, GameObjects, Components and Prefabs?
These plugins are explicitly NOT workable if you think in unity. https://github.com/godot-addons/godot-behavior-tree-plugin https://gitlab.com/atnb/xsm/
-
Behavior tree plugins in the asset library
Also, there's https://github.com/godot-addons/godot-behavior-tree-plugin and something here https://gdscript.com/solutions/godot-behaviour-tree/. If you really need something working to touch first, then pick the one you understand better.
-
How to make better AI
Seems like you need more variation in the behavior of your enemies. Using states for designing enemy ai is recommended if you have only a handful of states. What you want to achieve is more sophisticated I guess. Implementing it with states is certainly possible, but will get very messy quickly. I recommend you look up behavior trees (e.g. https://gdscript.com/solutions/godot-behaviour-tree/), as they allow you to design relatively easily different enemy ais. There is also a godot plugin which implements behavior trees (https://github.com/godot-addons/godot-behavior-tree-plugin).
godot-steering-ai-framework
Posts with mentions or reviews of godot-steering-ai-framework.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-06-07.
- Steering behaviours - creating a vector flow field and using it to path 'minions' around a 'leader' entity
-
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.
-
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
-
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?
When comparing godot-behavior-tree-plugin and godot-steering-ai-framework you can also consider the following projects:
godot-behavior-tree - A GDScript implementation of a behavior tree for AI, built through Godot nodes.
gebs - A bullet spawner/pool and visual helper made in GDscript.