Comments (13)
thanks, really looking forward to see what you come up with.
Use pull requests when you want to contribute to the project and I'll review and integrate them.
Let me know if you need further help.
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thanks, really looking forward to see what you come up with.
Use pull requests when you want to contribute to the project and I'll review and integrate them.Let me know if you need further help.
Ok, now I have finished the Chinese document, I will upload it to you soon
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thanks for your first contribution (Chinese README). I've merged it. The only thing I changed was the URLs for the logo and debugger doc.
Regarding the contact-information, just send me an E-Mail and I'll hand it over to you.
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Ok, now that I've made the first version of NPBehave editor, I can do everything I need to do to export binary data for the server to read, and the rest is to optimize the node GC (remove all constructors, pool node classes),coming soon!
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This is my copy of your blackboard node using the example, it works
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pretty amazing! You could consider to attach decorator nodes directly at the decorated nodes ( as in the behaviour trees editor of UE4 ), else the graph might grow up pretty quick.
Great Job!
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Sorry, I don't quite understand what you mean by decorator connecting decorator directly. This is the screenshot of unreal 4, is that what you mean
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yep exactly. See how they put the Decorators (Blue) right at the decorated composites ( gray )?
It's just an suggestion.
The NPBehave Debugger does it also
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alright. Also we can still iterate once we have a first working version :)
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OK,I have submitted the visual editor branch, please check
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ok,Now Unity's GraphView is very popular,and i have use it to make npbehave visual
Visualization is really important, it is easy to edit and debug. I will provide a visual editor based on native GraphView for NPBehave when I am free, and provide editing + debugging functions
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Related Issues (20)
- Randomized Nodes HOT 16
- Still maintained? HOT 3
- BlackboardCondition seems can't stop lower priority repeater node when using a child blackboard HOT 2
- NPBehave TimeScale starts with 0
- [Question] Clock timer with repetitions HOT 3
- Purpose of bool param in multiframe Action HOT 9
- Assertion in Wait action HOT 1
- NPBehave 2.0 Changes - Wishlist HOT 15
- Null check on Condition node works but not on BlackboardCondition node HOT 2
- RandomSequence Stop wrong children HOT 1
- Pausing the behavior tree HOT 8
- Naming nodes HOT 7
- Creation Utility class HOT 3
- NavMoveTo always fails when stopOnTolerance==true HOT 3
- simpleAI example problem HOT 3
- A question about the source code of Clock.cs and Blackborad.cs HOT 2
- It is not possible to handle player input because the tree cannot wait for some action while execute other in parallel HOT 1
- Question about order of timers HOT 1
- 2.0 Does the behavior tree fail to remove the old timer when restarting?
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