Replies: 7 comments 6 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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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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