At 8:24 AM -0400 4/30/13, Dr Ramesh Ramloll wrote:

The approach is trivial but looks entertaining when implemented. Avoid walls thru
simple collision detecting when avatars (human driven) are absent ... and use
position of avatars (human driven) as guides, and break out to target when
target is withing range.

Although NPCs can drift on convex obstacles, the are trapped inside a concave one. I use waypoints prims and a graph of connected nodes. Pathfinding becomes a graph walk, which is a well known problem.


Did you SitTarget your chairs?


-- Jeff
_______________________________________________
Opensim-users mailing list
[email protected]
https://lists.berlios.de/mailman/listinfo/opensim-users

Reply via email to