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More NPCs, better avoidance

36,270 views • 2 years ago •via X (Twitter)

10 Comments

Mr F's profile picture
Mr F2 years ago

A lot of idiotic bloopers were captured during development :D

Mr F's profile picture
Mr F2 years ago

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

Kacper Szwajka's profile picture
Kacper Szwajka2 years ago

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? 😅

Mr F's profile picture
Mr F2 years ago

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)

SickBoySid's profile picture
SickBoySid2 years ago

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

Pinglyadya's profile picture
Pinglyadya2 years ago

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

TANN3R 🇵🇸 FREE PALESTINE's profile picture
TANN3R 🇵🇸 FREE PALESTINE2 years ago

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

7's profile picture
72 years ago

Better than Cyberpunk

Mr F's profile picture
Mr F2 years ago

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

Sophie Kirschner's profile picture
Sophie Kirschner2 years ago

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

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