Using behavior trees for a scripting language in the potential bevy editor?
- Dominant language
- Rust
- Stars
- 48.2k
- Forks
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- Avg merge
- 3d 16h
- Merged PRs (30d)
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Description
## What problem does this solve or what need does it fill?
I just thought of a good idea to make scripting in the (to be) bevy editor easier for noobs like myself.
The idea is to expose some sort of behavior tree flow chart for logic.
BT nodes would be laid out sequentially in chunks in the order they would be executed, similar to a linear tree.
This would be for speed.
The black board would basically be the world, entities, and components.
## What alternative(s) have you considered?
Almost everything, I want the safety of rust, with the speed of ecs, with the ease of bt's
Something I don't think any game engine has.
## Additional context
I am not suggesting replacing rust for coding in the editor., but using bt's as a alternative scripting language in bevy's editor.
Also bt's should support some sort of sandboxing for potential moddable games.
Idk if that would be directly related to bt's though, I have never really got into sandboxing.
Contributor guide
Research direction
The issue names no files, tests, or entry points. Start by reviewing how the proposed behavior-tree scripting model would fit the Bevy editor, ECS, and Rust-based scripting; the issue does not define a concrete implementation boundary. Done would require an agreed design and scope for the editor integration, execution model, and sandboxing.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- rust
- Domain
- game-dev, tooling
- Issue type
- Feature
- Difficulty
- 5/5
- Estimated time
- Over a week
- Activity status
- Stale
- Clarity
- Needs clarification
- Newbie friendliness
- 22/100