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