#beehave — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #beehave, aggregated by home.social.
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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 -
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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#Beehave V3 is growing at a steady pace.
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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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#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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#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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#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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This hopefully should make things less confusing (I hope)
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Fixed #Beehave being incompatible with the latest #GodotEngine 4 Beta 14!
Let me know if you are facing any other issues. ❤️
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A new version of #beehave just came out fresh from the oven! 🍞
@lostptr introduced random composite nodes. This should allow for making "random" AI behaviour much easier! #godotengine