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Game AI: FSM, Behavior Trees & Pathfinding

/game-ai

NPC and enemy decision-making with state machines, behavior trees, steering and A* pathfinding, paired with your engine's navigation API.

GitHub 星数
2,085
(所在仓库星数,统计于 2026-10-21)
许可证
Apache-2.0
最近提交
2026/10/09
作者
gamedev-skills

所属合集

Awesome Gamedev Agent Skills

74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.

信息来自作者的 README。 GameSkill 还没完整跑过。支持的 Agent 和安装步骤以作者文档为准。

安装

Any agent (skills CLI)
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ai

Installs only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.

命令照搬项目 README。在本机运行前,请先看一眼仓库。

为指定 Agent 安装
Agent-a文件夹
Claude Codeclaude-code.claude/skills/
Codexcodex.agents/skills/
Cursorcursor.agents/skills/
Gemini CLIgemini-cli.agents/skills/
GitHub Copilotgithub-copilot.agents/skills/
OpenCodeopencode.agents/skills/
Windsurfwindsurf.windsurf/skills/

在命令后加 -a <参数>。以上是项目级文件夹;加 -g 则安装到你的用户目录。

包含内容

  • Worked steps: Finite state machine; Behavior tree tick; Steering: seek and arrive; A* heuristic must not overestimate
  • A pitfalls section with the mistakes to avoid
  • Bundled 2 reference docs the agent reads when needed

适合

  • Building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding

试试这条提示词

提示词
Make my enemies patrol, spot the player and chase them with A* pathfinding.

关于这个 Skill

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.

From the game-ai SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.

What's inside

  • Finite state machine (one state object, explicit transitions)
  • Behavior tree tick (composite nodes return a status)
  • Steering: seek and arrive (smooth, frame-rate independent)
  • A* heuristic must not overestimate (or paths stop being shortest)

常见问题

搭配使用

作者标注的相关 Skills,或更适合相邻任务的 Skills。

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