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README.md
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README.md
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@ -14,7 +14,7 @@ A Behavior Tree (BT) is a powerful hierarchical structure used to model and cont
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## Features
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- Behavior Trees (BT):
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- **Behavior Trees (BT):**
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- Use the `BTPlayer` node to execute `BehaviorTree` resources.
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- Easily create, edit, and save `BehaviorTree` resources within the editor.
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- Combine and nest tasks in a hierarchy to create complex behaviors.
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@ -23,23 +23,28 @@ A Behavior Tree (BT) is a powerful hierarchical structure used to model and cont
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- Built-in class documentation. Check out the `BehaviorTree` and `BTTask` class documentation to get started.
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- Utilize the `Blackboard` for seamless data sharing between tasks.
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- Use the `BTSubtree` task to execute a tree from a different resource file, promoting organization and reusability.
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- Blackboard scopes separate namespaces of variables from subtrees, and enable advanced techniques like sharing data among agents in a group.
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- Blackboard scopes separate namespaces of variables from subtrees and enable advanced techniques like sharing data among agents in a group.
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- Visual Debugger: Inspect the execution of any BT in a running scene to identify and troubleshoot issues.
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- Evaluate the performance of your trees with custom performance monitors.
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- Hierarchical State Machine (HSM)
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- Extend `LimboState` class to implement state logic.
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- `LimboHSM` node serves as a state machine that manages `LimboState` instances and transitions.
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- **Hierarchical State Machine (HSM):**
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- Extend the `LimboState` class to implement state logic.
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- The `LimboHSM` node serves as a state machine that manages `LimboState` instances and transitions.
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- `LimboHSM` is a state itself and can be nested within other `LimboHSM` instances.
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- Event-based: Transitions are associated with events, and are triggered by the state machine when the relevant event is dispatched, allowing for better decoupling of transitions from state logic.
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- Event-based: Transitions are associated with events and are triggered by the state machine when the relevant event is dispatched, allowing for better decoupling of transitions from state logic.
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- Combine state machines with behavior trees using `BTState` for advanced reactive AI.
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- Delegation: Instead of extending `LimboState`, utilize vanilla `LimboState` and delegate implementation to provided callback functions. Perfect for game jams and quick prototyping.
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- Delegation: Instead of extending `LimboState`, utilize the vanilla `LimboState` and delegate implementation to provided callback functions. Perfect for game jams and quick prototyping.
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- 🛈 Note: Currently, state machine transition setup and initialization must be done through code as there is no GUI editor for state machines.
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- **Tested:** Behavior tree tasks and HSM have been covered by unit tests.
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## How to Get Started
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You have two options to start using this module:
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1. Download precompiled builds: Navigate to "Actions → All Builds" and scroll down until you find the "Artifacts" section.
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1. Download precompiled builds:
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- For the most recent builds, navigate to "Actions → All Builds" and scroll down until you find the "Artifacts" section.
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- For release builds, check "Releases" for download links.
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2. Compile the module on your own (refer to the next section).
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## Compiling
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@ -62,9 +67,9 @@ All contributions are welcome! Feel free to open issues with bug reports and fea
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Features and improvements that may be implemented in the future:
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- ~~Providing precompiled builds for download.~~ 🗸
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- ~~Tests and CI.~~🗸
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- Creating a non-trivial demo project to showcase the capabilities of LimboAI.
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- Exploring the execution history of Behavior Trees in the Visual Debugger.
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- Tests and CI.
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- Expanding the library of tasks that can be optionally included in the build.
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- Implementing an ignore list for tasks that users may want to hide in the task panel.
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- GUI editor for state machines.
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