Update README

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Serhii Snitsaruk 2023-11-02 14:44:56 +01:00
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@ -26,8 +26,8 @@ A Behavior Tree (BT) is a powerful hierarchical structure used to model and cont
- [Create custom tasks](./doc/getting-started.md#creating-custom-tasks-in-gdscript) by extending core classes: `BTAction`, `BTCondition`, `BTDecorator`, and `BTComposite`. - [Create custom tasks](./doc/getting-started.md#creating-custom-tasks-in-gdscript) by extending core classes: `BTAction`, `BTCondition`, `BTDecorator`, and `BTComposite`.
- Built-in class documentation. Check out the `BehaviorTree` class documentation to get started. - Built-in class documentation. Check out the `BehaviorTree` class documentation to get started.
- Share data seamlessly between tasks using the `Blackboard`. - Share data seamlessly between tasks using the `Blackboard`.
- Blackboard scopes isolate variable namespaces and enable advanced techniques like sharing data between agents in a group.
- Use the `BTSubtree` task to execute a tree from a different resource file, promoting organization and reusability. - Use the `BTSubtree` task to execute a tree from a different resource file, promoting organization and reusability.
- Blackboard scopes separate namespaces of variables from subtrees and enable advanced techniques like sharing data among agents in a group.
- Visual Debugger: Inspect the execution of any BT in a running scene to identify and troubleshoot issues. - Visual Debugger: Inspect the execution of any BT in a running scene to identify and troubleshoot issues.
- Monitor tree performance with custom performance monitors. - Monitor tree performance with custom performance monitors.
@ -37,7 +37,7 @@ A Behavior Tree (BT) is a powerful hierarchical structure used to model and cont
- `LimboHSM` is a state itself and can be nested within other `LimboHSM` instances. - `LimboHSM` is a state itself and can be nested within other `LimboHSM` instances.
- 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. - 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.
- Combine state machines with behavior trees using `BTState` for advanced reactive AI. - Combine state machines with behavior trees using `BTState` for advanced reactive AI.
- Delegation Optiona: Using the vanilla `LimboState`, delegate the implementation to your callback functions, making it perfect for rapid prototyping and game jams. - Delegation Option: Using the vanilla `LimboState`, delegate the implementation to your callback functions, making it perfect for rapid prototyping and game jams.
- 🛈 Note: State machine setup and initialization require code; there is no GUI editor. - 🛈 Note: State machine setup and initialization require code; there is no GUI editor.
- **Tested:** Behavior tree tasks and HSM are covered by unit tests. - **Tested:** Behavior tree tasks and HSM are covered by unit tests.