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More NPCs, better avoidance

36,270 Aufrufe • vor 2 Jahren •via X (Twitter)

10 Kommentare

Profilbild von Mr F
Mr Fvor 2 Jahren

A lot of idiotic bloopers were captured during development :D

Profilbild von Mr F
Mr Fvor 2 Jahren

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

Profilbild von Kacper Szwajka
Kacper Szwajkavor 2 Jahren

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? 😅

Profilbild von Mr F
Mr Fvor 2 Jahren

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)

Profilbild von SickBoySid
SickBoySidvor 2 Jahren

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

Profilbild von Pinglyadya
Pinglyadyavor 2 Jahren

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

Profilbild von TANN3R 🇵🇸 FREE PALESTINE
TANN3R 🇵🇸 FREE PALESTINEvor 2 Jahren

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

Profilbild von 7
7vor 2 Jahren

Better than Cyberpunk

Profilbild von Mr F
Mr Fvor 2 Jahren

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

Profilbild von Sophie Kirschner
Sophie Kirschnervor 2 Jahren

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

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