Comments (4)
I would have two questions to better understand the issue:
- This project would be to provide a compiled version of the framework, written in Rust, using Godot's GDNative, for performances?
- You would re-implement the framework in Rust and provide it as an alternative to this GDScript version?
It is more difficult for users to work with GDNative than GDScript, so this project would have to be in a separate repository. That way, people who need little performances can benefit from the ease of use of GDScript, and those who need more performances can use GDNative.
Also note we have a lot of projects, so we would not have time to maintain the Rust version at GDQuest. But if you would like to implement it, it's most welcome!
from godot-steering-ai-framework.
Both, I have already began working on the Rust version
from godot-steering-ai-framework.
Some people prefer c# so, nuget package anyone
from godot-steering-ai-framework.
I am working on the Rust Bindings and I am using them in my game, memory used has been cut in half
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Related Issues (20)
- Add support for gravity and floor normal for specialized kinematic body agents
- Auto-calculate deceleration radius in behaviors
- Memory leak upon exiting Godot
- Collision detection in groups leads to jiggly movement
- Set up the framework so users can have it as a git submodule
- Add parallelism for proximity behaviors
- calculate_velocities inverts velocity direction HOT 2
- Bring Separation and Cohesion into similar math
- Body variable is not set in GSAIRigidBody2DAgent HOT 2
- Improve structure of the repositories HOT 2
- Add Link to Demos Repo in readme file
- Outdated Documentation HOT 2
- Add obstacle avoidance to Arrive3dDemo HOT 1
- GSAIKinematicBody agents continue processing when outside of the scene tree
- GSAIKinematicBody agents continue processing when the scene tree is paused
- Visual scripting HOT 1
- Nice
- Update for GoDot engine 4.1.x HOT 2
- Looking to contribute: I am basically finished porting this repo to Godot 4.1.1 HOT 5
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