Collision avoidance without rigidbodies

Just testing out collision avoidance without physics simulation, because of the performance optimization. Also characters now try to find collision free path to next waypoint, like real human-beings. It is still a bit jerky and people tend to hover above ground, but hey, it’s a start!

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s