godot-behavior-tree
behavior-tree
godot-behavior-tree | behavior-tree | |
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4 | 1 | |
190 | 13 | |
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0.0 | 5.1 | |
over 1 year ago | about 3 years ago | |
GDScript | GDScript | |
GNU General Public License v3.0 or later | - |
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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
behavior-tree
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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.
oh whoops, wrong link, sorry, I meant this one: https://github.com/Jummit/behavior-tree in any case that's a great reason. with Godot there's a billion add-ons for whatever you're trying to do, but making one yourself teaches you a lot about the engine and you can make it do exactly what you need
What are some alternatives?
godot-behavior-tree-plugin - Behavior Tree implementation for the Godot Engine as an addon in pure GDScript
addons-btree - Visual Behavior Tree
gd-YAFSM - Yet Another Finite State Machine for godot
godot-proposals - Godot Improvement Proposals (GIPs)
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beehave - 🐝 behavior tree AI for Godot Engine
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