godot-behaviour-tree
beehave
godot-behaviour-tree | beehave | |
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1 | 12 | |
43 | 1,620 | |
- | - | |
2.7 | 8.1 | |
5 months ago | 11 days ago | |
GDScript | GDScript | |
MIT License | MIT License |
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godot-behaviour-tree
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We've given up on Unity... Hello Godot! #ScreenshotSaturday
Some nice added benefits are an open source behaviour tree system (https://github.com/andrew-wilkes/godot-behaviour-tree), an open source audio solution (https://github.com/kyzfrintin/Godot-Mixing-Desk), the Tween nodes, being able to animate material properties, a functioning navmesh (again, 3D issues on Unity's front; 2D ports don't support side view), no need for weird lighting setups between 2D and 3D, faster scripting with gdscript, the Line2D node (which I use to render and bend the body of the wormy creatures in our latest tweet), and generally just the fact that all transforms are in 2D without needing to worry that my scene view is playing tricks on me.
beehave
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How to organize code?
For a beehavioural tree i recommend taking a look at this plugin: https://github.com/bitbrain/beehave
- Any workaround(s) for this odd plugin quirk?
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Testing a new enemy for my top-down shooter.
The enemy is a variation of the alien enemy I already had. The AI is implemented with beehave (https://github.com/bitbrain/beehave). This is just a test map.
- Dev snapshot: Godot 4.1 beta 2
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Has anyone done a comprehensive comparison of GUT versus GdUnit4 for unit testing?
I have used both extensively and I do prefer gdUnit personally. I use it as a unit test solution for my addon called 'beehave'. Do not get me wrong: GUT gets the job done equally well but some of the design decisions of gdUnit I prefer:
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Simulating random walk with placeable pathing
This is my first bout with behavior tree AI programming. I'm using beehave to simulate the square AI to just do a random walk combined with a tileset with a configured navmap.
- bastante curioso el plugin
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Working on AI? Checkout the Beehave addon
Beehave is a tool for building Behavior Trees for different components of your game. NPCs, Enemies, Bosses, or whatever you need to have some sort of behavior tree/AI associated with it. It works in both Godot 3 and Godot 4.
- An attempt to make enemy AI...
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State machines. Learned how and I'm never going back.
There’s a nice behavioral tree addon for godot: https://github.com/bitbrain/beehave
What are some alternatives?
Godot-Mixing-Desk - A complete audio solution for Godot 3.3.x, making procedural sound and adaptive/procedural music possible with a few nodes and a couple lines of code.
godot4-oceanfft - Tessendorf FFT based ocean waves and buoyancy in Godot 4 using compute shaders
godot-behavior-tree - A GDScript implementation of a behavior tree for AI, built through Godot nodes.
gdx-ai - Artificial Intelligence framework for games based on libGDX or not. Features: Steering Behaviors, Formation Motion, Pathfinding, Behavior Trees and Finite State Machines
Godot-TextEditor - A text editor for the Godot game engine.
godot-coi-serviceworker - A Godot plugin that enables cross-origin isolation for web exports
godot-replayer-system - Simple Godot cutscene event replay recording and playback engine
HierarchicalFiniteStateMachine - A powerful and easy-to-use Godot plugin for Hierarchical Finite State Machine with visual editing.
Godot - Godot Engine – Multi-platform 2D and 3D game engine
raptor-run - The code behind Quiver's first tutorial for Godot 4
gdscript-transpiler-bin - Mirror repository
CastleClimbersParts - Code for each section of the Castle Climber 2D Platformer series.