Behavior trees arise from the computer game industry as a powerful tool to model the behavior of non-player characters. They have been extensively used in high-profile video games such as Halo and Bioshock. Behavior Trees became popular by being able to create a complex behavior by only programming nodes and then designing a tree structure whose leaf nodes are actions and whose inner nodes determine the decision making.
Behavior nodes are largely self-contained. Relationships between behaviors are only stablished by explicitly adding them as children to composite a.k.a decider nodes. This rigid structure reduces coupling and therefore increases modularity and reuse of behaviors.
This implementation offers an intuitive visual editor with a powerfull API allowing you to easily create or generate new tasks. It enables users to create logic for games or applications without writing code. Behavior Trees has visual, node-based graphs that both programmers and non-programmers can use to create final logic or to quickly prototype.
Intuitive Visual Editor
Builtin and seperated Inspector
Zoom
Save time with Templates
Copy and Paste
Quickly add tasks
Undo and Redo
Realtime Error detection
Highly Extendible
Full source code
Automatically generate tasks
Custom tasks appear in the editor
Easy understandable code
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