@@ -16,11 +16,7 @@ See [the documentation](https://docs.rs/big-brain) for more details.
...
@@ -16,11 +16,7 @@ See [the documentation](https://docs.rs/big-brain) for more details.
* Highly concurrent/parallelizable evaluation.
* Highly concurrent/parallelizable evaluation.
* Integrates smoothly with Bevy.
* Integrates smoothly with Bevy.
* Easy AI definition using idiomatic Rust builders. You don't have to be some genius to define behavior that _feels_ realistic to players.
* High performance--supports hundreds of thousands of concurrent AIs.
* Graceful degradation--can be configured such that the less frame time is available, the slower an AI might "seem", without dragging down framerates, by simply processing fewer events per tick.
* Proven game AI model.
* Proven game AI model.
* Low code overhead--you only define two types of application-dependent things, and everything else is building blocks!
* Highly composable and reusable.
* Highly composable and reusable.
* State machine-style continuous actions/behaviors.
* State machine-style continuous actions/behaviors.
@@ -15,11 +15,7 @@ See [the documentation](https://docs.rs/big-brain) for more details.
...
@@ -15,11 +15,7 @@ See [the documentation](https://docs.rs/big-brain) for more details.
* Highly concurrent/parallelizable evaluation.
* Highly concurrent/parallelizable evaluation.
* Integrates smoothly with Bevy.
* Integrates smoothly with Bevy.
* Easy AI definition using idiomatic Rust builders. You don't have to be some genius to define behavior that _feels_ realistic to players.
* High performance--supports hundreds of thousands of concurrent AIs.
* Graceful degradation--can be configured such that the less frame time is available, the slower an AI might "seem", without dragging down framerates, by simply processing fewer events per tick.
* Proven game AI model.
* Proven game AI model.
* Low code overhead--you only define two types of application-dependent things, and everything else is building blocks!
* Highly composable and reusable.
* Highly composable and reusable.
* State machine-style continuous actions/behaviors.
* State machine-style continuous actions/behaviors.