Replies: 11 comments 10 replies
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One concern that I have is building for platforms that require signing the code (mac os / ios) though that’s not something that necessarily needs to be addressed immediately but it’s something that should be kept in mind. Hopefully I’ll get a MacBook at some point from my workplace so that I can test this troubling platform. |
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If Beehave were to be ported to C++, would it still be possible to use GDUnit4 for unit testing? |
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Do you have any rough timeline in mind on when this could be started? |
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I am excited for this! I only have basic C++ knowledge but I would love to contribute! |
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Made a start here: #287 |
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Seems like this issue would require 3.0 to have a different structure, no? We can't simply extend existing nodes like in the current version until this is closed. |
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Super excited for this! Will try to wait for 3.0 as much as I can before working on the AI bits for my game! |
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This would be amazing news if you're able to port beehave to gdNative. I really like the way beehave works, but its currently not very liable since the majority of my project uses c# instead due to performance concerns. Being able to run it from C# would certainly be a big step forward! |
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Hi, just a though: it already exists a good plugin LimboAI which is a GD Extension. The problem of C++ Extension is that it doesn't run as Web HTML export. This is why I use Beehave since it runs everywhere easily, it is his advantage. Maybe we could continue to support Gdscript version like a long term version ? |
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Hi @bitbrain and thank you for your work. I have a concern regarding C++ which I didn't see mentioned yet: which compiler would you use/support for this extension? This is mainly a concern because if someone were to recompile Beehave from source alongside other extensions (say, a Steamworks integration), it would be ideal if one toolchain could be used. However, the Steamworks SDK only works with the Visual Studio C++ compiler on Windows and breaks in subtle and insidious ways with gcc/mingw. Also, as a side note, please support Cmake. It is much easier to get running with the likes of CLion than SConstruct, which requires Python to be installed. |
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I'm an interested user! The features I'd love the most are C# support and a GUI tree interface. |
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Beehave has been around for almost two years now and the sheer amount of people interested in this addon is something I myself would have never anticipated! When I first came to Godot, I found the lack of minimalistic but effective behaviour tree addons frustrating, so I took the behaviour tree example by @GeroVeni as a foundation for Beehave. Since then, hundreds of commits were merged and released by over 20 contributors:
The Beehave 2 release for Godot 4.x has received a lot of Quality of Life updates, bug fixes and improvements. However, there have been some discussions on it, and some of the themes were as follows:
tick()
method that also provides the frame delta. We cannot perform the changes without breaking almost any project out there. Due to our rather strict backwards compatibility mentality, we aim to solve this differentlyVersion 3.0: C++ GDExtension
To address all the points above, I am proposing a new project: Beehave 3.0 which should aim to support all existing features of Beehave 2.0 while also providing a cleaner architecture and aiming for a better API design:
godot-4.x
and the existinggodot-4.x
we could rename tov2
Some concerns
godot-cpp
up-to-datescons
)debug_symbols=yes
to investigate what may cause thisNew opportunities
This brand new version would allow us to "go wild" and rebuild things much nicer and more structured, and we could even make use of some APIs that would only be available to C++ but not GDScript itself.
What are your thoughts on Beehave 3?
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