| Crates.io | bevior_tree |
| lib.rs | bevior_tree |
| version | 0.8.0 |
| created_at | 2023-09-18 07:03:31.106074+00 |
| updated_at | 2025-04-29 14:37:30.582786+00 |
| description | Behavior tree plugin for Bevy. |
| homepage | |
| repository | https://github.com/hyranno/bevior_tree |
| max_upload_size | |
| id | 975618 |
| size | 231,847 |
bevior_treebevior_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.
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 use ForcedSelector kind in bevior_tree::sequential to do similar things.
| Bevy | bevior_tree |
|---|---|
| 0.16 | 0.8 |
| 0.15 | 0.7 |
| 0.14 | 0.6 |
| 0.13 | 0.5 |
| 0.12 | 0.4 |
| 0.11 | 0.1 - 0.3 |
bevior_tree is dual-licensed under MIT and Apache 2.0 at your option.
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.