Demos

10 000 character crowd
Dynamic 3D pathfinding

10 000 characters wander in a large terrain with 2 villages.
Kynapse is running on a separate thread.
Click here to download the video (9,5 Mb)
Still a video, runtime demo is coming soon.

A character wanders in a terrain with hundreds of dynamic crates creating very complex conglomerates for pathfinding. Dynamic avoidance alone would never solve such complex pathfinding.
Click here to download the video (24 Mb)
Still a video, runtime demo is coming soon.

1 000 character crowd with 2 500 dynamic crates
3D pathfinding in destructible world (proof of concept)

1 000 characters evolve in a terrain with 2 500 dynamic crates only using dynamic avoidance to properly find their way. Dynamic avoidance is running on a separate thread.
Click here to download the video (10 Mb)
Still a video, runtime demo is coming soon.

A path is computed over a rubble of hundreds of objects. An object is not blocking per se, it is the rubble of objects that creates the topological complexity.
Click here to download the video (10 Mb)
Technology not available - proof of concept.
Still a video, runtime demo is coming soon.

Automatic PathData Generator into Unreal©Engine 3 (Video - 10 Mb)
This video illustrates the automatic AI data generation within Unreal Engine 3.

Implementation of a crowd using Unreal Ed
(Video - 7,7 Mb)

Implementation of a patrol using Kismet
(Video - 5 Mb)

Large Crowd (Runtime - 10,6 Mo)
1 000 characters wander in a city. They avoid each other as well as obstacles dynamically positioned. They also run away from explosions dynamically triggered by the player.

New York (Runtime - 12,8 Mo)
In a large city, data is streamed at runtime to make sure the world is always alive around you. Wherever you go in the city, you will have pedestrians and cars that follow traffic rules.

3D topology dynamic analysis
(Runtime - 2,1 Mo)
Wherever you go, 3D key topological zones are computed in 3D and in real time.

Team Hide (Runtime - 2 Mo)
At runtime, 50 characters locate and share hiding positions. Wherever you go they identify hiding spots. They do not all go to the same place but split the interesting hiding places among them.

Body guards (Runtime - 1,9 Mo)
You are a VIP. Wherever you go 3 body guards identify in 3D, at runtime, threatening zones. They then coordinate in order to position themselves in between you and the threats.

Hide & shoot (Runtime - 8,4 Mo)
Wherever you go 3 soldiers identify in 3D, at runtime, positions from where they can shoot at you without being exposed. They coordinate and split the hiding & shooting positions among them in order to maximize threat for the player.

Dynamic pathfinding (Runtime - 1,8 Mo)
3 characters with different physical capabilities (walk, push, jump) evolve in a complex 3D terrain with dynamic objects (crates, bridge, elevator, etc.)