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Behavior Trees: How far has anyone got with them in terms of complexity?

I’m curious. How far has anyone got with Behavior Trees in terms of complexity? I’m thinking about using them for my game, which requires complex AI, and I am not sure if they will be sufficient enough. So how far? Thanks! :slight_smile:

i have only made a simple random patrol point behavior like the one of the youtube tutorial, i’m waiting for the oficial documentation for the behavior tree.