godot-coi-serviceworker
A Godot plugin that enables cross-origin isolation for web exports (by nisovin)
beehave
🐝 behavior tree AI for Godot Engine (by bitbrain)
godot-coi-serviceworker | beehave | |
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2 | 12 | |
37 | 1,630 | |
- | - | |
6.3 | 8.1 | |
6 months ago | 13 days 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-coi-serviceworker
Posts with mentions or reviews of godot-coi-serviceworker.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-27.
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Release candidate: Godot 4.1.1 RC 1
In the meantime there is a JavaScript workaround for this that involves a service worker. See here: https://github.com/nisovin/godot-coi-serviceworker
- Release candidate: Godot 4.1 RC 1
beehave
Posts with mentions or reviews of beehave.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-06-14.
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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?
When comparing godot-coi-serviceworker and beehave you can also consider the following projects:
godot_dialogue_manager - A powerful nonlinear dialogue system for Godot
godot4-oceanfft - Tessendorf FFT based ocean waves and buoyancy in Godot 4 using compute shaders