Demos
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10 000 characters wander in a large terrain with 2 villages. |
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. |
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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. |
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. |
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