miguel

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@GammaGames worked on a [Proof of Concept in the past](https://gist.github.com/GammaGames/28f3368128b67a4c02af0faed679cc93) (see https://github.com/GammaGames/beehave/pull/1). Unfortunately, that solution was flawed due to the following: - someone using this addon should not have to...

@DarkMessiah that looks so good, wow. Do you have a branch I could checkout to test it? (or even a draft PR?) 👀

@DarkMessiah looking forward to it! Give me a shout if you need any help.

@DarkMessiah great progress! Cannot wait for that PR to have a play with. 👌👍

This looks actually much better than GUT tbh: https://github.com/MikeSchulze/gdUnit4

@monkeez thank you for your suggestion. Could you perhaps update the description with more details on: - an example of what the problem currently is (screenshot?) - an example of...

My understanding after reading [this](http://qualgame.com/concept/bt/#ParallelNode) is that there cannot be a "parallel" version of sequence and selector, but it is rather its own type of composite node with a policy....

~I am working on a pull request for this!~ **EDIT** unfortunately, I got distracted here so no PR right now.

@eterlan the idea is that they are not truly running in parallel (multi-threaded) but effectively every frame multiple taks in a `RUNNING` state are executed.

@bozoVuksan architecturally, beehave 2.x has been designed to only ever have one running node at any time. This feature would require the need to support multiple running nodes. Our current...