top-down-shooter-core
beehave
top-down-shooter-core | beehave | |
---|---|---|
3 | 12 | |
11 | 1,620 | |
- | - | |
1.7 | 8.1 | |
about 1 year ago | 10 days ago | |
GDScript | GDScript | |
MIT License | MIT License |
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top-down-shooter-core
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Ask HN: What are the best Godot 4 production-grade learning resources?
At Quiver, we’re building comprehensive, polished courses for Godot. We aim to take you from the basics to more advanced concepts. Our content isn’t free though, but we’re doing our best to make it worth the cost. You can check it out here: https://quiver.dev. (Disclosure: I’m the founder).
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The winners of Quiver's latest Godot game jam
Check out the two winning entries by Quiver users, FuzzyWuzzy and RubyMidnight. In this game jam, we tasked devs to extend our open source Tiny Wizard template (a room-based shooter). The results were fantastic! We had a blast playing people's submissions. As always, we donated to the Godot project for each submission. If you'd like to participate in the next (unannounced) game jam or would like to check out some of our other content, like free tutorials and assets, head over to https://quiver.dev.
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Should I start with Godot 4.0?
Generic top-down template for Godot 4
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-4.0-tool_button - Ease development with an inspector button that's plumb simple.
godot4-oceanfft - Tessendorf FFT based ocean waves and buoyancy in Godot 4 using compute shaders
godot-FirstPersonStarter - FPS (First Person Shooter) controller template for Godot 4 to give starter content for a new or already existing project!
godot-behavior-tree - A GDScript implementation of a behavior tree for AI, built through Godot nodes.
godot-tactical-rpg - A tactical role-playing game demo for the Godot Engine
gdx-ai - Artificial Intelligence framework for games based on libGDX or not. Features: Steering Behaviors, Formation Motion, Pathfinding, Behavior Trees and Finite State Machines
script-panel-plus - Script Panel Plus is a replacement for a built-in Godot's scripting panel. It has more features and is highly customizable.
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