bitbrain/beehave

๐Ÿ behavior tree AI for Godot Engine

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bitbrain/beehave has 3k+ stars and 150+ forks on GitHub, is written in GDScript, and was last pushed on Sep 20, 2026. Data as of . Signed-in members get hourly updates โ€” create a free account.

Summary Information

Updated 39 minutes ago
Added to GitGenius on September 21st, 2026
Created on May 2nd, 2022
Open Issues & Pull Requests: 28 (+0)
GitHub issues: Enabled
Number of forks: 174
Total Stargazers: 3,305 (+0)
Total Subscribers: 24 (+0)

Repository Insights (GitGenius)

Median issue/PR response: 2.6 days
Mean response time: 81.9 days
90th percentile: 231.2 days
Tracked items: 54

Maintainer activity

1 person did triage or write work on this repository in the last 12 months.

Counts unlabeled, assigned, unassigned, milestoned, demilestoned, locked, unlocked over the last 12 months. These are issue and pull request events that require triage or write permission. Commits and code review are not counted. labeled and renamed are excluded because GitHub issue forms record the issue author as the actor. Figures from October 18, 2026. This count is not comparable across projects: each project's automation decides which of these events a person emits. How this is counted.

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Issue Activity (beta)

Open issues: 11
New in 7 days: 0
Closed in 7 days: 0
Avg open age: 563 days
Stale 30+ days: 11
Stale 90+ days: 11

Recent activity

Opened in 7 days: 0
Closed in 7 days: 0
Comments in 7 days: 0
Events in 7 days: 0

Top labels

  • ๐Ÿ› bug (31)
  • ๐Ÿฏ feature (7)
  • ๐ŸŒบ enhancement (5)
  • ๐Ÿ“™ docs (5)
  • ๐Ÿ new node (4)
  • ๐Ÿงช unit-tests-required (4)
  • ๐Ÿ v3 (3)
  • ๐Ÿ”จ debugger (3)

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Detailed Description

Beehave is a behavior tree AI framework for Godot Engine that enables developers to structure game AI using hierarchical decision-making trees.

Behavior trees solve the problem of organizing complex AI logic by breaking it into reusable, composable nodes that represent decisions and actions. Beehave implements this pattern as a Godot plugin, allowing developers to define AI behavior through a tree structure where composite nodes manage control flow, decorator nodes modify behavior, and leaf nodes execute concrete actions or checks. The framework integrates directly with Godot's node system, making it natural to attach AI logic to game entities.

Beehave suits projects where AI needs to be readable, maintainable, and iteratively refined. It works well for games with multiple agents that share behavioral patterns, since tree nodes can be reused across different characters. The tool is appropriate for developers who prefer explicit, visual representations of decision logic over scripted state machines or monolithic AI classes. Projects ranging from simple enemy patrol routines to complex multi-agent coordination can benefit from the structure behavior trees provide.

The project shows consistent maintenance with regular updates addressing both Godot 3 and Godot 4 compatibility. Development activity demonstrates responsiveness to issues and pull requests, with fixes and enhancements being integrated steadily. The codebase maintains clear separation between core behavior tree logic and Godot integration points, suggesting deliberate architectural choices. Documentation through the homepage and README examples provides practical guidance for common use cases, though the scope remains focused on the behavior tree pattern itself rather than attempting to be a comprehensive AI toolkit.