7 releases (breaking)
new 0.7.0 | Dec 10, 2024 |
---|---|
0.6.0 | Jul 14, 2024 |
0.5.0 | Feb 20, 2024 |
0.4.0 | Nov 8, 2023 |
0.1.0 | Sep 18, 2023 |
#581 in Game dev
84KB
2K
SLoC
bevior_tree
bevior_tree
is behavior tree plugin for Bevy.
See examples
directory.
The chase.rs
example is written for your first step.
Docs are available, too.
If you want to know about specific node, unit tests in the code might help.
This crate started with reference to seldom_state
,
which is good for state machines.
Comparison
bevior_tree
is not the only option for making game ai.
Also you don't have to choose only one.
Choose or combine them for your needs.
For example:
seldom_state
is implementation of state machine. Good for things that have rigid states, not limiting to ai. No good for lots of interconnected states, since it has too much transitions to add.big-brain
is implementation of utility ai. Utility ai select next action by their utility (expected gain). Perhaps you can useForcedSelector
kind inbevior_tree::sequential
to do similar things.
Compatibility
Bevy | bevior_tree |
---|---|
0.15 | 0.7 |
0.14 | 0.6 |
0.13 | 0.5 |
0.12 | 0.4 |
0.11 | 0.1 - 0.3 |
License
bevior_tree
is dual-licensed under MIT and Apache 2.0 at your option.
Contributing
Unless you explicitly state otherwise, any contribution intentionally submitted for inclusion in the work by you, as defined in the Apache-2.0 license, shall be dual licensed as above, without any additional terms or conditions.
Dependencies
~21–32MB
~518K SLoC