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behavior_tree_editor [2011/04/20 15:50]
jakub.gemrot created
behavior_tree_editor [2012/10/01 11:31]
jakub.gemrot
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 <td width="130" style="border-bottom: 1px solid lightgray;">Name:</td> <td width="130" style="border-bottom: 1px solid lightgray;">Name:</td>
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-<td><font color="blue">Behavior tree editor</font></td>+<td><font color="blue">Behavior tree editor as plugin for Unity engine</font></td>
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 <td style="border-bottom: 1px solid lightgray;">Difficulty:</td> <td style="border-bottom: 1px solid lightgray;">Difficulty:</td>
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-<td><font color="blue">medium</font></td>+<td><font color="orange">moderate</font></td>
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 <td style="border-bottom: 1px solid lightgray;">Description:</td> <td style="border-bottom: 1px solid lightgray;">Description:</td>
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 You're aim will be to create behavior tree editor for coding reactive behaviors as scetched <a href="http://aigamedev.com/open/articles/bt-overview/">here</a>. Of course the editor won't be "just editor", but you will have to learn how action-selection for tree works and how you can define various "selection" nodes, i.e., randomized choice / fixed-priority based / variable-priority based / parallel node execution / timeouts / etc. Moreover target implementation is required to provide live-coding feature, i.e., reload the plan at runtime + allowing to reinstantiate the set of of rules according to freshly compiled custom code for every node of the tree. Thus achieving behavior coding-nirvana! More importantly such project would be appriciate game development companies as well. You're aim will be to create behavior tree editor for coding reactive behaviors as scetched <a href="http://aigamedev.com/open/articles/bt-overview/">here</a>. Of course the editor won't be "just editor", but you will have to learn how action-selection for tree works and how you can define various "selection" nodes, i.e., randomized choice / fixed-priority based / variable-priority based / parallel node execution / timeouts / etc. Moreover target implementation is required to provide live-coding feature, i.e., reload the plan at runtime + allowing to reinstantiate the set of of rules according to freshly compiled custom code for every node of the tree. Thus achieving behavior coding-nirvana! More importantly such project would be appriciate game development companies as well.
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 +The best would be to aim as plugin for Unity game engine, something that can be truly picked up by other game developers.
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behavior_tree_editor.txt · Last modified: 2013/02/18 21:50 by jakub.gemrot