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beehave reviews and mentions
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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
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Stats
bitbrain/beehave is an open source project licensed under MIT License which is an OSI approved license.
The primary programming language of beehave is GDScript.
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