claude

ai-game-behavior

NPC and enemy AI for games: behavior trees, state machines, utility AI, GOAP, navmesh pathfinding, and perception systems.

79 on GitHubby Diego Bodartv2.0.0MITupdated 1 month agogaming
/

Plugin ai-game-behavior from marketplace claude-code-game-development in HermeticOrmus/claude-code-game-development. Commands read from the repo's manifest — 1 month ago.

What it installs

Skills (1)

  • game-ai-patterns

    Game AI code patterns: behavior tree node types, FSM transition tables, utility AI consideration curves, GOAP action definitions, Godot NavMesh agent setup, and field-of-view sensing. Use when writing or reviewing NPC decision-making, pathfinding, or perception code.

Slash commands (1)

  • /ai-game-behavior:game-ai

    Design, implement, debug, or tune NPC behavior with behavior trees, FSMs, utility AI, or GOAP

Subagents (1)

  • game-ai-engineer

    Use this agent when designing, implementing, or debugging NPC or enemy AI in a game: choosing between behavior trees, FSMs, utility AI, and GOAP, setting up navmesh pathfinding, or building sight and hearing perception. It picks the technique that fits the design and explains where each one breaks d

View source on GitHub ormus.solutions

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