beehave
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🐝 behavior tree AI for Godot Engine
**Is your feature request related to a problem? Please describe.** I was using behavior toolkit and liked some of the things it provided **Describe the solution you'd like** Here are...
> read https://github.com/bitbrain/beehave/discussions/285 for the announcement for Beehave 3.0 Performance metrics are currently implemented in GDScript and require a hacky setup via autoloads. Reimplement this in C++ for cleaner implementation.
> read https://github.com/bitbrain/beehave/discussions/285 for the announcement for Beehave 3.0 Re-implement all current nodes in C++ - also ensure the corresponding unit tests will pass.
> read https://github.com/bitbrain/beehave/discussions/285 for the announcement for Beehave 3.0 The current debugger in C++ is not super reliable. Re-implement its functionality in C++ and make use of C++ specific language...
> read https://github.com/bitbrain/beehave/discussions/285 for the announcement for Beehave 3.0 Update the `SConstruct ` to ensure we can export correctly to Android.
> read https://github.com/bitbrain/beehave/discussions/285 for the announcement for Beehave 3.0 Update the `SConstruct ` to ensure we can export correctly to iOS.
enum ProcessThread { IDLE, PHYSICS, CUSTOM } I then used this CUSTOM option for finer control via a global script would call x amount of the behaviorTrees each frame. This...
This is not really a but more a question regarding interrupts. How do they work? Do they work implicity when a BT changes the Composite or do I need to...
Godot version: 4.2 Beehave Version: 2.7.6 **Describe the bug** With the debugger being fixed in 4.2, its visuals are still broken: 
I was trying out beehave and I've been enjoying it for creating AI. But it got me thinking about if it'd be possible to reuse AI actions and conditions for...