BigHugger
sk Skill · ukanwat

game-ai

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.

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Related entries
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Connections
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pythongdscriptShelldisciplines
Host repository
ukanwat/aaabench
Category
disciplines
Compatible with
Engine-agnostic (algorithms). Concrete snippets in GDScript-like / Python pseudocode, pairs with unity-navmesh, unreal-behavior-trees, or Godot NavigationServer.
Licence
Apache-2.0
Host stars
385
Host language
Shell