#beehave — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #beehave, aggregated by home.social.
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I want to create a comprehensive performance benchmark for #beehave but I am wondering how to emulate older hardware, given I just have a massive gamer PC. Is the best practice here to use VMs?
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I want to create a comprehensive performance benchmark for #beehave but I am wondering how to emulate older hardware, given I just have a massive gamer PC. Is the best practice here to use VMs?
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There have been concerns about performance in #beehave because it is written in GDScript and not C++. I am working on releasing a detailed benchmark that shows how performant it actually is. Stay tuned for more!
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There have been concerns about performance in #beehave because it is written in GDScript and not C++. I am working on releasing a detailed benchmark that shows how performant it actually is. Stay tuned for more!
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I updated the asset store page of #beehave 🐝
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I updated the asset store page of #beehave 🐝
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Random #beehave mentions always make me happy :) 🐝
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Random #beehave mentions always make me happy :) 🐝
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#Beehave officially reached 3000 stars on Github! 🐝
Thanks to everyone using our addon.
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#Beehave officially reached 3000 stars on Github! 🐝
Thanks to everyone using our addon.
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It took me quite a bit to figure out some AI issues but it was down to a misunderstanding about how #beehave worked. Now I use two decorators to do an infinite loop after the player has been detected.
#godot #gamedev #indiedev #madewithgodot -
It took me quite a bit to figure out some AI issues but it was down to a misunderstanding about how #beehave worked. Now I use two decorators to do an infinite loop after the player has been detected.
#godot #gamedev #indiedev #madewithgodot -
Enemy object has just been growing more and more which I find fun to look in on, when it eventually gets some proper geometry and animations I can only imagine how large it will get. I am using #Beehave for the AI which is a great free addon for #godot .
#indiedev #gamedev #madewithgodot -
Enemy object has just been growing more and more which I find fun to look in on, when it eventually gets some proper geometry and animations I can only imagine how large it will get. I am using #Beehave for the AI which is a great free addon for #godot .
#indiedev #gamedev #madewithgodot -
Enemy AI is still my #gamedev nemesis😅 Faced reusability issues with my last approach, so gave Behavior Trees another shot. Thanks to #BeeHave Godot Plugin, BTs finally clicked! So I built my own BT library for my #customengine, featuring a type-safe blackboard & basic debug view.
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Enemy AI is still my #gamedev nemesis😅 Faced reusability issues with my last approach, so gave Behavior Trees another shot. Thanks to #BeeHave Godot Plugin, BTs finally clicked! So I built my own BT library for my #customengine, featuring a type-safe blackboard & basic debug view.
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@SonnyBonds with #beehave you can mutate the 'branches' of the tree at runtime though, basically have generative AI. Code is static
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@SonnyBonds with #beehave you can mutate the 'branches' of the tree at runtime though, basically have generative AI. Code is static
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#Beehave V3 is growing at a steady pace.
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#Beehave V3 is growing at a steady pace.
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So it begins...
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So it begins...
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Monday morning 6am 🥱
Time for another #beehave release to fix some bugs around null blackboards.
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Monday morning 6am 🥱
Time for another #beehave release to fix some bugs around null blackboards.
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#GodotEngine 4 NavAgents + #Beehave = Ace! 140 agents ducking for cover with minimal optimisation.
This now only queries hiding places when 'spotted' and includes path sampling to identify the 'least visible' path, not just the closest hiding solution. This results in it largely avoiding running in front of the player like it was before :D
~140 agents is roughly where I saw occasional dips to 60fps, but largely it stayed considerably above that.
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#GodotEngine 4 NavAgents + #Beehave = Ace! 140 agents ducking for cover with minimal optimisation.
This now only queries hiding places when 'spotted' and includes path sampling to identify the 'least visible' path, not just the closest hiding solution. This results in it largely avoiding running in front of the player like it was before :D
~140 agents is roughly where I saw occasional dips to 60fps, but largely it stayed considerably above that.
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Today I will be working on #beehave to make it fully compatible with Godot 4.2 🥰
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Today I will be working on #beehave to make it fully compatible with Godot 4.2 🥰
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#Beehave has now a full suite of unit tests. Once some of the import issues in the latest Godot Beta are resolved I can start enabling the CI integration for this.
Every single pull request will be tested before merging!
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#Beehave has now a full suite of unit tests. Once some of the import issues in the latest Godot Beta are resolved I can start enabling the CI integration for this.
Every single pull request will be tested before merging!
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Good morning! ☕
I spent last night setting up a build pipeline on Github to automatically run unit tests with #GodotEngine #Beehave
It still does not quite work, though. *stretches fingers*
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Good morning! ☕
I spent last night setting up a build pipeline on Github to automatically run unit tests with #GodotEngine #Beehave
It still does not quite work, though. *stretches fingers*
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#Beehave 2.6.1 is out with some bug fixes
https://github.com/bitbrain/beehave/releases/tag/v2.6.1
There is also a cool performance monitor to track your behaviors! #godotengine #godot4
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#Beehave 2.6.1 is out with some bug fixes
https://github.com/bitbrain/beehave/releases/tag/v2.6.1
There is also a cool performance monitor to track your behaviors! #godotengine #godot4
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Busy evening fixing some bugs in #beehave and paving the road for a super reliable addon.
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Busy evening fixing some bugs in #beehave and paving the road for a super reliable addon.