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Bit Quirky Behavior Trees and
State Machines

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v0.6.0
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Common behaviors

Six graph shapes taken from the four sample games, each naming the graph file it comes from and the nodes it uses.

The tutorials teach the controls. These six pages teach the shapes, and every one of them is running in a sample game right now. Each page names the graph file so you can open it and read the real thing.

Read them in any order. They are short by design.

Shape What it solves Sample
Patrol and chase The urgent job has to beat the routine job whenever the actor gets the choice. Dungeon Heist
Guard and investigate A noise arrives mid-patrol and deserves a look. Dungeon Heist
Attack with cooldown The attack is allowed only while your own timer says so. Horde Survival
Director with weighted choices A wave should feel varied without feeling random. Horde Survival
Catch-up pressure Rubber banding that a designer can read and tune. Racing Line
Mode switch with an inner tree One mode needs a whole plan, the other needs one action. Platformer

Each shape is a decision layout. The capability underneath it stays in your code: navigation in a mover, damage in a health component, spawning in a spawner. Copying a shape means copying the nodes and rebinding them to your own members, which is the loop adapt your game walks through.

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