Horde3D

Next-Generation Graphics Engine
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PostPosted: 28.10.2010, 11:47 
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Joined: 28.10.2010, 10:43
Posts: 1
Hello, my name is Francesco. Plese forgive me for my vary bad english. I'm new forum's member.
I just start working whit horde. This is the first time that i use Horde, usually i use 3D Max.
I know c++ but not opengl's librerie. I would to modify Sample Chicago. I want that bipeds avoids hurdles (like buildings) that i included.
The are tutorials that can be of some help to me?
Thank you very much.


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PostPosted: 03.11.2010, 22:28 
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Joined: 10.09.2006, 15:52
Posts: 1217
The crowd simulation logic is just very simple and not really related to Horde. Anyway, a quick and simple way to get some very basic obstacle avoidance is to put repulsive particles (the same that are used for the characters) around buildings. Although the characters will not intersect with the buildings any more, they will not navigate around them or act clever in any way. For that you need some more advanced path finding system. A long time ago I combined the particles for close dynamic object avoidance with a simple A* based waypoint navigation. That worked quite well back then.


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