Sam Devlin wrote:
> Hello CrystalSpace,
> I have completed my design of the proposed behaviour tree
> implementation. Please can anyone interested take the time to
> scan/read and compliment/critique the design posted today at
> http://www.crystalspace3d.org/blog/samd.
>

Ok, i finally had some time to take a look at your proposal. Generally,
it looks good but i have a few remarks:

Composites:
Would be nice to have the parallel composite too... :)

ParameterCheckCondition:
Note we have propertychange trigger, which basically does what you
describe already. (well, it cant check property class properties, while
yours could do it).

BTAction:
Would this allow to use any reward? Or is it intended just for the
action reward, by the terminology i'm not sure.

Triggers:
You say triggers do not directly fit because they fire but the behaviour
tree checks if they fired already, well.. triggers support Check()
function for checking if they fired, in addition to notifying when they
fire. Did you overlook this, or maybe there is some catch i dont see?

This is all for now..

 Pablo

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