ludic.nav (18.5): a walker the crowd avoids and never moves

nav_crowd_add_fixed adds a walker with no steering, and nav_crowd_place puts it (snapped to the mesh) where the player is, with the velocity they have, each frame. The others plan round it by that velocity, and whatever it was pushed by is undone at the next placement. crowd_test: six walkers aimed through a standing player come no closer than 1.71 m and all get past, and the player stays where it was put. nav 16/16 on the Mac and the PC; DLL KERNEL32 only.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-28 00:47:47 +03:00
parent d83eabfdf1
commit 074189b73e
8 changed files with 93 additions and 7 deletions

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@ -78,6 +78,7 @@ the PC (Git Bash, the LLVM installer's clang). `native/LICENSE-recastnavigation`
its filters. `nav_crowd_add(kind, x, y, z, radius, height, speed, filter, separation)` adds a walker (snapped to
the mesh, -1 off it), `nav_crowd_target` and `nav_crowd_speed` say where and how fast, and
`nav_crowd_step(dt)` steps every crowd. `nav_crowd_read` puts a walker into `nav_agent_x/y/z/vx/vz`,
and `nav_crowd_us()` is what the stepping has cost. The mechanic decides and the crowd moves, and
and `nav_crowd_us()` is what the stepping has cost. `nav_crowd_add_fixed` adds a walker the crowd avoids
but never steers (a player), which `nav_crowd_place` puts where it is, and how fast it goes, each frame. The mechanic decides and the crowd moves, and
dropping a mesh drops its crowd first. On the test meadow, twenty walkers crossing head-on never come
closer than their two radii, and a step costs about 12 us.