pawn-mind

npc fsm behavior-tree pathfinding steering
by @iberry420 • gaming
Design engine-neutral NPC and enemy AI in three layers: decide (FSM, behavior tree, or utility), path (A* or navmesh waypoints), and steer (seek/arrive). Use when the user wants enemy AI, FSM, behavior tree, blackboard, A*, navmesh, seek, patrol, or chase. Gaming only, not a Godot tutor.
SKILL PACKAGE

Directory layout for Grok — SKILL.md plus scripts, references, and assets. 6 file(s).

Select a file

Edit in place, then Save (full package security scan). Use fullscreen for a larger workspace.

Version History
Comments (0)
No comments yet. Be the first!
Sign in to leave a comment.