Re: Kinematic Collision

Jeff Russell <[email protected]>
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
>
> I saw a lot of people using the "complex" version for all characters in the
> world, all the time, while there is often another sub-system doing pretty
> much the same job for NPCs: path-finding. The path-finder already computed a
> collision-free path, so for those characters it's a lot easier to "get away
> with" simple raycasts.


Agreed.

Just finished a title where I had to make that exact call - the character
controllers were very expensive to run and we had large character counts.
Removing character controllers from most NPCs (and using a few simple
raycasts instead) solved the problem nicely, and the pathfinding picked up
the slack.

Tried a distance based LOD scheme on these too. Proved unnecessary though.

-- 
Jeff Russell
Engineer, 8monkey Labs
www.8monkeylabs.com

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