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More NPCs, better avoidance
36,270 просмотров • 2 лет назад •via X (Twitter)
Комментарии: 10

A lot of idiotic bloopers were captured during development :D

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

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? 😅

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)

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

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

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

Better than Cyberpunk

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

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