LimboAI Documentation ===================== About ----- **LimboAI** is an open-source C++ module for **Godot Engine 4** providing a combination of **Behavior Trees** and **State Machines** for crafting your game’s AI. It comes with a behavior tree editor, built-in documentation, visual debugger, and more! While it is implemented in C++, it fully supports GDScript for :ref:`creating your own tasks ` and states. The full list of features is available on the `LimboAI GitHub `_ page. .. SCREENSHOT **Behavior Trees** are powerful hierarchical structures used to model and control the behavior of agents in a game (e.g., characters, enemies, entities). They are designed to make it easier to create complex and highly modular behaviors for your games. To learn more about behavior trees, check out :ref:`introduction`. **Hierarchical State Machines** are finite state machines that allow any state to host their own sub-state machine. This allows you to tackle your AI's state and transition complexity by breaking down one big state machine into multiple smaller ones. .. toctree:: :hidden: :maxdepth: 1 :caption: Getting started getting-started/getting-limboai getting-started/c-sharp .. toctree:: :hidden: :maxdepth: 1 :caption: Behavior Trees behavior-trees/introduction behavior-trees/create-tree behavior-trees/custom-tasks behavior-trees/using-blackboard behavior-trees/accessing-nodes behavior-trees/debugging .. toctree:: :hidden: :maxdepth: 1 :caption: Hierarchical State MachineS hierarchical-state-machines/create-hsm .. toctree:: :hidden: :maxdepth: 1 :caption: Class reference :glob: classes/featured-classes classes/class_*