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我不知道我对你的理解是否正确,但我认为要实现一棵树,你更好的选择是使用正式语言,例如 F# 或 Haskell。使用 Haskell,您可以使用灵活且快速的树结构,而使用 F#,您可以使用多范式语言来解析和处理 oo 代码中的树结构。
我希望这对你有帮助。
I don't know that I understand you right but I think to implement a tree you'r better choice is to use an formal language such as F# or Haskell. With Haskell you can use flexible and fast tree-structures and with F# you have an multiparadigm Language to parse and handle tree structures in oo Code.
I hope that helps you.
您可以在 YVision 框架中找到用 .NET 实现的行为树。我们发现它们特别适合开发自然用户界面 (NUI) 应用程序。
它不是开源的,但可以免费使用,您可以在教程中找到有关我们如何实现它们的信息: http://www.yvision.com/support/tutorials/
编辑: 让我补充一点,我们使用行为树的目的不仅仅是人工智能。甚至游戏循环中子系统的同步也是由他们定义的。
查看案例页面,了解我们正在使用它们的应用范围:机器人、基于摄像头的交互、增强现实等
下载框架,尝试示例,并请向我们提供有关实施的反馈。
You can find behavior trees implemented in .NET in the YVision framework. We found them to be particularly suited for the development of Natural User Interface (NUI) applications.
It's not open-source but it's free to use and you can find information on how we implemented them in the tutorials: http://www.yvision.com/support/tutorials/
EDIT: Let me add that we use behavior trees for a lot more than just AI. Even the synchronization of the subsystem in the game loop is define by them.
Check the cases page to find the range of applications we are using them: robotics, camera-based interaction, augmented reality, etc.
Download the framework, try the samples and please give us feedback on our implementation.
https://github.com/TencentOpen/behaviac 是一个非常优秀的。
Behaviac 支持行为树、有限状态机和分层任务网络。
行为可以在设计器中设计和调试,由游戏导出和执行。
C++版本适用于客户端和服务器端。
而且,它是开源的!
https://github.com/TencentOpen/behaviac is a really excellent one.
behaviac supports the behavior tree, finite state machine and hierarchical task network.
Behaviors can be designed and debugged in the designer, exported and executed by the game.
The C++ version is suitable for the client and server side.
and, it is open sourced!
我用 C++ 实现了自己的行为树,并使用了 Protothreads 库 中的一些修改后的代码。 Coroutines in C 也是一本好书。使用这个可以实现一个协程系统,该系统允许一个人在不使用多个线程的情况下同时运行多个行为。基本上每个树节点都有自己的协程。
I did my own behavior tree implementation in C++ and used some modified code from the Protothreads Library. Coroutines in C is also a good read. Using this one can implement a coroutine system that allows one to run multiple behaviors concurrently without the use of multiple threads. Basically each tree node would have its own coroutine.
请查看 https://skill.codeplex.com/。这是一个统一的行为树代码生成器。你可以下载源码看看是否有用。
Take a look at https://skill.codeplex.com/. this is a BehaviorTree code generator for unity. you can download source code and see if it is useful.
以下是我发现的一些:
这个问题关于 GameDev 也可能有帮助。
Here's a few I've found:
This Q on GameDev could be helpful, too.