Drone demo: Behavior Tree → Fiacre → Hippo! Watch a GenoM3-based drone execute a BT translated to Fiacre — a neat mashup of formal models and robotics. Great for robotics, formal-methods, and embedded-systems fans! #Drone #BehaviorTree #Fiacre #Hippo #GenoM3 #Robotics #FormalMethods #Embedded #English
https://peertube.laas.fr/videos/watch/91b832bf-6cf1-471f-b750-e57a301d7603
BT Fiacre Hippo

PeerTube
How to Create Intelligent AI in Godot 4

YouTube

BTW, what apparently was causing workers to wander was a switch in the behavior tree on each EQS search and each task to ignore it if it is already running. Each wanderer had a running task and at least one paused one. When they got to a resource, the AI pauses as a collection animation runs. Movement paused, one of the earlier, paused tasks ran & the bot wandered. It kept doing this after getting another task, so it's important to mind that switch.

#UE5 #GameDev #RTS #AI #BehaviorTree

Release 4.4.0: SubTree Model added · BehaviorTree/BehaviorTree.CPP

This version introduces some refactoring of the Blackboard class and other minor bug fixes. But the most important change is the introduction of the SubTree Model. See example ex05_subtree_mode.cpp...

GitHub

Playing around with #MotionCanvas, a new animation framework by @aarthificial. It's pretty cool! Here's a behaviour tree

#gamedev #behaviortree

Any #UnrealDev out there have a stance on behavior trees vs tasks/services for your AI logic? Decorators are so damn powerful I'm tempted to use BTs for the majority of logic and keeping tasks/services very small in scope. This explodes the number of branches in the BT, which I don't mind, so I'm curious if there are any perf implications when leaning on BT for logic vs keeping more of the decision making logic in bulkier tasks that may be BP or C++.
#GameAI #GameDev #UnrealEngine #UE4 #UE5 #BehaviorTree #Blueprint