Fex
Gold Supporter
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Behavior Trees, Animation Graph, IK
Behavior Trees (Bt*, animation-state-machine branch)
A data-oriented behavior tree framework for AI decision-making, built into the engine at Engine/H/Game/AI/BehaviorTree.h + Engine/Source/Game/AI/BehaviorTree.cpp. Designed for attachment to Game::Chr subclasses: build a tree of BtNode objects once in Chr::create(), call bt.tick(Time.d()) from Chr::update() each frame.
Animation Graph (Ag*) and IK (animation-state-machine branch)
A production-grade composable pose-graph animation system, built into the engine at Engine/H/Animation/AnimGraph.h + Engine/Source/Animation/AnimGraph.cpp. Sits on top of the existing AnimatedSkeleton::animate() primitives without modifying them, stylistically parallels the BehaviorTree framework on the same branch (Bt* prefix, namespace Game{}, non-virtual update() wrapper + protected doUpdate() dispatch, tree-walking virtuals for viz).
IK On:
IK Off:
In this repo: https://github.com/DrewGilpin/EsenthelEngine
See the README.md for more info.
(This post was last modified: 04-18-2026 06:45 PM by Fex.)
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| 04-18-2026 01:06 AM |
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