I created a behavior tree system that is defined completely within c++. AI entities have a brain which spins up a behavior tree. The nodes in the behavior tree are heap allocated, which I believe does ...
I integrated LibGDX's Behavior Tree AI module into our roguelite, vaporwave and procedural game, which is made use the jMonkey Engine 3.1. Here's the behavior tree logic. Beware that it's possible ...
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