#behavior #beet #game-ai #beetmash

macro beet_flow_macros

A very flexible AI behavior library for games and robotics

4 releases

new 0.0.4 Dec 7, 2024
0.0.4-rc.3 Oct 13, 2024
0.0.4-rc.2 Oct 9, 2024
0.0.4-rc.1 Jul 27, 2024

#8 in #beet

41 downloads per month
Used in 6 crates (via beet_flow)

MIT/Apache

16KB
339 lines

beet

A modular behavior library for the Bevy Engine.

Crates.io version Download docs.rs docs

Guidebook | API Docs

Beet is behavior expressed as entity trees, using Observers for control flow. The entity-based approach is very flexible and allows for multiple behavior paradigms to be used together as needed.

Currently implemented paradigms:

Hello World

// A demonstration of Sequence control flow
world.spawn(SequenceFlow)
	.with_child((
		Name::new("Hello"),
		EndOnRun::success(),
	))
	.with_child((
		Name::new("World"),
		EndOnRun::success(),
	))
	.trigger(OnRun);

Examples

⚠️⚠️⚠️ If you'd like to check out this repo please use the stable v0.0.3 commit ⚠️⚠️⚠️

Beet and my other crates it depends on are currently on a scene serialization bugfix Bevy fork, see this issue for details. The fix is scheduled for the 0.14.2 milestone so fingers crossed we'll be back on bevy main from then.

The examples for beet are scene-based, meaning each example provides a scene for a common base app. As Bevy scene workflows are a wip, there are a few Placeholder types used for not-yet-serializable types like cameras, asset handles etc.

Most examples rely on assets that can be downloaded with the following commands, or manually from here.

curl -o ./assets.tar.gz https://beetmash-public.s3.us-west-2.amazonaws.com/assets.tar.gz
tar -xzvf ./assets.tar.gz
rm ./assets.tar.gz

Bevy Versions

bevy beet
0.15 0.0.4
0.14 0.0.2
0.12 0.0.1

TODO

  • When we get OnMutate observers, they should probably replace most OnInsert observers we're using

Dependencies

~1.4–2.1MB
~42K SLoC