A test for evaluating how crowd path finding and path following algorithms work and look like. This is the steering and crowd path following algorithm of Craig Reynolds as explained at http://www.red3d.com/cwr/steer/CrowdPath.html applied to my Panzerschlacht game based on Java, Slick2D and LWJGL.
Crowd path finding will make the game AI look more natural than following the paths precisely.
Impressive!
Mizar2502 1 year ago