
Define how characters behave using multiple AI techniques.
This module requires Game Creator 2 in order to work. Create your own behavioral AI systems using 4 industry-standard techniques: State Machines, Behavior Trees, Composites nodes, and Decorator nodes. State Machines are the easiest and most intuitive tools to use, allowing an agent to execute a single state at any given time with defined transitions. Behavior Trees offer a structured approach with common node types such as Tasks and Sub Graphs. Composites nodes enable branching logic using Selectors and Sequence types. Decorator nodes transform the result of child node execution, such as turning a Failure result into a Success. GOAP or Goal Oriented Action Planning allows defining multiple tasks without order, with the behavior brain determining the optimal combination to achieve goals. Utility AI (also known as Needs-based AI) enables dynamic prioritization of Task nodes using numeric values and easing curves, making it ideal for creating games like The Sims, where characters have unique needs based on personality and context. Includes: Source code, Examples & Templates.
Behavior 2 | Game Creator 2 by Catsoft Works v2.1.7 (11 Dec 2025)