I'm about to release a tool called React. It implements behaviour trees for Unity3D.
Here is the obligatory screencast. I hope this is as easy to use as I think it is! It makes the designer specify what actions and conditions are available on the game object, before the programmer implements them.
The first step is to create a React Graph using the React Editor. The graph consists of selectors, sequences, actions, conditions and many other different node types. This graph is serialized into an asset so that it can be used by multiple game objects.
The second step is generating the C# script. This is as simple as clicking the generate button. The generated file contains stubs for the actions and conditions used in the behaviour tree. The body of these stubs is then filled in with appropriate code, and voila, you have an intelligent object.
It should be fully baked any day now, stay tuned!
Update: Now available on the asset store.
Monday, April 11, 2011
Subscribe to:
Post Comments (Atom)
Popular Posts
-
These are the robots I've been working on for the last 12 months. They each weigh about 11 tonnes and have a 17 meter reach. The control...
-
This hard-to-see screenshot is a Generic Node Graph Editing framework I'm building. I'm hoping it can be used for any kind of node...
-
So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...
-
MiddleMan: A Pub/Sub and Request/Response server in Go. This is my first Go project. It is a rewrite of an existing Python server, based o...
-
Often, when building a game, you need to test if objects are colliding. The objects could be spaceships, rocks, mouse pointers, laser beams....
-
I've just read a newspaper article (courtesy of Kranzky ) from WA Business News documenting the malfeasance, gross negligence and misc...
-
After my last post, I decided to benchmark the scaling properties of Stackless, Kamaelia, Fibra using the same hackysack algorithm. Left axi...
-
Possibly slightly more correct lighting. The rim light is now only applied in the direction of the sun, rather than being purely based on vi...
-
Update: This is another planet shader, with more physical fidelity. Shader "Planet" { Properties { _MainTex ("Diff...
-
At the last few GameJams, I've seen an increase in the use of RAD game tools, some of them even being developed by the participants them...
No comments:
Post a Comment