inkgd VS godot-behavior-tree-plugin

Compare inkgd vs godot-behavior-tree-plugin and see what are their differences.

inkgd

Implementation of inkle's Ink in pure GDScript for Godot, with editor support. (by ephread)

godot-behavior-tree-plugin

Behavior Tree implementation for the Godot Engine as an addon in pure GDScript (by godot-addons)
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inkgd godot-behavior-tree-plugin
6 3
288 208
- 0.0%
5.3 0.0
3 months ago almost 4 years ago
GDScript GDScript
MIT License MIT License
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inkgd

Posts with mentions or reviews of inkgd. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-04-25.

godot-behavior-tree-plugin

Posts with mentions or reviews of godot-behavior-tree-plugin. We have used some of these posts to build our list of alternatives and similar projects. The last one was on 2022-08-04.
  • Can someone explain to me Godot's Scene, Node and Signal Architecture/System in terms of Unity Scenes, GameObjects, Components and Prefabs?
    2 projects | /r/godot | 4 Aug 2022
    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/
  • Behavior tree plugins in the asset library
    1 project | /r/godot | 17 Jan 2022
    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.
  • How to make better AI
    2 projects | /r/godot | 4 Mar 2021
    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?

When comparing inkgd and godot-behavior-tree-plugin you can also consider the following projects:

godot-ink - Ink integration for Godot Engine.

godot-behavior-tree - A GDScript implementation of a behavior tree for AI, built through Godot nodes.

ink - inkle's open source scripting language for writing interactive narrative.

godot-steering-ai-framework - A complete framework for Godot to create beautiful and complex AI motion. Works both in 2D and in 3D.

triple-triad-godot - Re-implementation of Triple Triad from Final Fantasy VIII. Made with Godot 3

viewport-spy - Godot editor UI to spy on what a Viewport is rendering. Useful for debugging.

godot-click-through-transparent-window - A demo project for the Godot Engine that features a transparent window with click-through capability. [Moved to: https://github.com/atadenizoktay/godot-click-through-transparent-window]

nativelib - NativeLib is a plugin management system for Godot engine.

Rakugo-Dialogue-System - Inspired by Ren'Py, Rakugo is a project aiming to provide a way to make narrative-based games on Godot easily. Simplify your project, if it is a visual novel, point and click, RPG, interactive text game or many other styles and blends of styles.

xsm

Mutters - A framework for building bot brains.

godot-4-importality - Universal raster graphics and animations importers pack