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>
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8 changed files with 93 additions and 7 deletions
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@ -18,6 +18,8 @@ extern function nvc_stage(size: int) -> pointer = "nav_stage"
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extern function nvc_crowd_new(h: pointer, max: int, max_radius: float) -> pointer = "nav_crowd_new"
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extern function nvc_crowd_free(c: pointer) -> void = "nav_crowd_free"
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extern function nvc_crowd_add(c: pointer, x: float, y: float, z: float, radius: float, height: float, speed: float, filter: int, separation: float) -> int = "nav_crowd_add"
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extern function nvc_crowd_add_fixed(c: pointer, x: float, y: float, z: float, radius: float, height: float) -> int = "nav_crowd_add_fixed"
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extern function nvc_crowd_place(c: pointer, i: int, x: float, y: float, z: float, vx: float, vz: float) -> int = "nav_crowd_place"
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extern function nvc_crowd_remove(c: pointer, i: int) -> void = "nav_crowd_remove"
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extern function nvc_crowd_target(c: pointer, i: int, x: float, y: float, z: float) -> int = "nav_crowd_target"
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extern function nvc_crowd_speed(c: pointer, i: int, speed: float) -> void = "nav_crowd_speed"
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