it looks cool for me;
how you managed it ? A* ? waypoints ? raycast? navmeshes ?
my only point is : sometimes they can Push me ?!
i think they should reach me only…not pushing me;
@jaybennett I get a consistent 75fps on my machine. I’m still working on optimizing the project in order to get a much faster result
@CrazySi it’s just a simple proof of concept right now. If the number of entities was increased substantially there would be a minimal decrease in performance. I’ll upload another example soon with a much larger number of entities.
@mamoniem The algorithm uses a diffusion map from the point of the player. All the AI entities then test their position against the diffusion map and determine what direction to go in. It’s well explained in the article I linked to in my original post. I’ll upload another version with the diffusion map visible.
Great thank you. The biggest limit of this proof of concept is that all the entities need to have the same goal. and that they can’t “trap” the player.
Really nice of you to show the webplayer with the diffusion map visible.