bitbrain/beehave

🐝 behavior tree AI for Godot Engine

What it solves

Beehave is designed to simplify the creation of complex, adaptive AI systems for games. It replaces the need for cumbersome manual logic for NPCs, boss battles, and other advanced game entities, allowing developers to manage changes and reuse logic more effectively than with simple scripts.

How it works

The project provides a behavior tree implementation for the Godot Engine. Developers can compose these trees directly within the Godot scene tree, attaching them to any node. This modular approach allows AI logic to be structured as a hierarchical set of tasks and conditions that the AI agent can navigate to decide its actions.

Who it’s for

Game developers using the Godot Engine who need to build robust, non-player character (NPC) behaviors and complex AI interactions.

Highlights

  • Node-based composition: Build behavior trees directly within the scene tree for intuitive visual organization.
  • Runtime debug view: A dedicated editor view to analyze AI behavior as it happens in real-time.
  • Performance monitoring: Built-in tools to track the performance impact of behavior trees on the game's framerate.
  • Automated testing: All functionality is covered by unit tests to ensure stability.

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