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More NPCs, better avoidance

36,270 просмотров • 2 лет назад •via X (Twitter)

Комментарии: 10

Фото профиля Mr F
Mr F2 лет назад

A lot of idiotic bloopers were captured during development :D

Фото профиля Mr F
Mr F2 лет назад

It's been 10 years :D Their behaviour was much simpler of course. It's not obvious when it's sped up, but they really sucked at properly avoiding each other and queueing at crosswalks

Фото профиля Kacper Szwajka
Kacper Szwajka2 лет назад

Noice, so it's all custom? Have so many questions... What algorithm you use for avoidance? How you move character ( physics based with locomotion root?)? , are they based on some directional locomotion sets, or motion matching? How performant it is? 😅

Фото профиля Mr F
Mr F2 лет назад

Pretty much custom, except recast/detour is used for navmesh pathing and raycasts (not the builtin Unity one tho). For avoidance I compute whom each NPC sees and change their move vector so they walk to the side of each other - this is done iteratively, so this vector (1/x)

Фото профиля SickBoySid
SickBoySid2 лет назад

I am allways fascinated in the dance of accomplishing stuff like this while also managing the games performance

Фото профиля Pinglyadya
Pinglyadya2 лет назад

You should combine it so there is a small chance for unlawful citizens to J-walk or not use the sidewalk but will hover inbetween lanes

Фото профиля TANN3R 🇵🇸 FREE PALESTINE
TANN3R 🇵🇸 FREE PALESTINE2 лет назад

Oh man you are so talented man 😍 Can't wait for your game And i hope there's gonna be cop chases 🔥

Фото профиля 7
72 лет назад

Better than Cyberpunk

Фото профиля Mr F
Mr F2 лет назад

It's not that bad though? Can't remember issues with crosswalks there (or maybe I didn't pay attention)

Фото профиля Sophie Kirschner
Sophie Kirschner2 лет назад

This is captivating to watch! I am very much looking forward to seeing this within the game.

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