godot-behavior-tree
godot-behavior-tree-plugin
godot-behavior-tree | godot-behavior-tree-plugin | |
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4 | 3 | |
190 | 208 | |
- | 0.0% | |
0.0 | 0.0 | |
over 1 year ago | almost 4 years ago | |
GDScript | GDScript | |
GNU General Public License v3.0 or later | MIT License |
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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
godot-behavior-tree-plugin
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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/
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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.
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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).
What are some alternatives?
gd-YAFSM - Yet Another Finite State Machine for godot
godot-steering-ai-framework - A complete framework for Godot to create beautiful and complex AI motion. Works both in 2D and in 3D.
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!
inkgd - Implementation of inkle's Ink in pure GDScript for Godot, with editor support.
beehave - 🐝 behavior tree AI for Godot Engine
viewport-spy - Godot editor UI to spy on what a Viewport is rendering. Useful for debugging.
nativelib - NativeLib is a plugin management system for Godot engine.
behavior-tree - Behavior Tree Plugin for the Godot Engine
xsm
godot-proposals - Godot Improvement Proposals (GIPs)
godot-4-importality - Universal raster graphics and animations importers pack