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@@ -23,11 +23,9 @@ There are few features that make __BehaviorTree.CPP__ unique, when compared to o
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- You can build __reactive__ behaviors that execute multiple Actions concurrently.
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- Even if it is written in __C++__, Trees are defined using a Domain Specific Scripting
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__scripting language__ (based on XML), and can be loaded at run-time; in other words,
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even if it written in C++, Trees are _not_ hard-coded.
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- Trees are defined using a Domain Specific Scripting __scripting language__ (based on XML), and can be loaded at run-time; in other words, even if written in C++, Trees are _not_ hard-coded.
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- You can link staticaly you custom TreeNodes or convert them into __plugins__
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- You can staticaly link your custom TreeNodes or convert them into __plugins__
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which can be loaded at run-time.
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- It provides a type-safe and flexible mechanism to do __Dataflow__ between
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You should be able to implement them once and reuse them to build many behaviors.
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- To build a Behavior Tree out of TreeNodes, the Behavior Designer must
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not need to read nor modify the source code of the a given TreeNode.
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not need to read nor modify the source code of a given TreeNode.
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Version __3.x__ of this library introduces some dramatic changes in the API, but
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it was necessary to reach this goal.
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If you used version 2.X in the past, you can
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[find here the Migration Guide](https://behaviortree.github.io/BehaviorTree.CPP/MigrationGuide).
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[find the Migration Guide here](https://behaviortree.github.io/BehaviorTree.CPP/MigrationGuide).
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# GUI Editor
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Editing a BehaviorTree is as simple as editing a XML file in your favourite text editor.
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If you are looking for a more fancy graphical user interface (and I know your do) check
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If you are looking for a more fancy graphical user interface (and I know you do) check
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