godot4-oceanfft
beehave
godot4-oceanfft | beehave | |
---|---|---|
5 | 12 | |
282 | 1,607 | |
- | - | |
5.8 | 8.1 | |
about 1 month ago | 10 days ago | |
GDScript | GDScript | |
MIT License | MIT License |
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godot4-oceanfft
- tessarakkt/godot4-oceanfft: ocean in Godot 4 using compute shaders [Gfx, Shaders]
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It's been a while since I posted a progress update on my ocean. CDLOD system finally working properly and transitioning LOD levels smoothly. A lot of visual, functional, and optimization improvements still to be made, but it's coming together really well. Github in comments.
Github: https://github.com/tessarakkt/godot4-oceanfft
- It's finally starting to feel like a proper ocean! Custom quad tree LOD system still needs work to ease transitions, but it means you can see it working in the distance, especially in the higher up shot
- Rendering to a texture multiple times per frame
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Work in Progress - Tessendorf FFT based ocean waves in Godot 4 with compute shaders. Link to Github in comments.
I posted it as a comment here, I guess reddit isn't showing that comment. In any case: https://github.com/tessarakkt/godot4-oceanfft
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?
gdscript-transpiler-bin - Mirror repository
godot-behavior-tree - A GDScript implementation of a behavior tree for AI, built through Godot nodes.
3d-train-fps - Godot v4 train game
gdx-ai - Artificial Intelligence framework for games based on libGDX or not. Features: Steering Behaviors, Formation Motion, Pathfinding, Behavior Trees and Finite State Machines
raptor-run - The code behind Quiver's first tutorial for Godot 4
Godot-TextEditor - A text editor for the Godot game engine.
Godot-4.0-Nav-Tests - Godot 4.0 SC2 Style Unit Controls in 3D
godot-coi-serviceworker - A Godot plugin that enables cross-origin isolation for web exports
PankuConsole - Feature-packed real-time debugging toolkit for Godot Engine.
godot-replayer-system - Simple Godot cutscene event replay recording and playback engine
godot-open-rpg - Learn to create turn-based combat with this Open Source RPG demo ⚔
HierarchicalFiniteStateMachine - A powerful and easy-to-use Godot plugin for Hierarchical Finite State Machine with visual editing.