Crowd Simulation & Obstacle Avoidance in Second Life

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Uploaded by on Oct 29, 2009

This demo illustrates a simplistic approach to crowd simulation in Second Life. Our agents can sense their environment, walk around, avoid collisions with obstacles, chat with humans and obey user commands.

Obstacle avoidance is not just hardcoded to work on one particular sim, but the agents are capable of avoiding obstacles pretty much everywhere in Second Life. For doing so they load the information about the objects from the Second Life server and then associate an artificial emitter of a repelling field with each obstacle. In their navigation the agents use an attraction force (that attracts them as a magnet to their destination) and a multiplication of all the repelling forces, so that they avoid the obstacles along the way.

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Uploader Comments (ozzeuk)

  • What viewer are you using? ... I mean, I have never seen SL use pixel rendered shadows before... it would seem like the only thing missing in your viewer is ripling water textures lol ...

  • I used Shadow Viewer for this demo. There is also Kirsten Viewer where you can enable shadows, but this one doesn't seem to work well on my computer. Shadows is an experimental feature. While they look good here, in some more complex regions (like Uruk from my other videos) they look terrible.

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  • /Dance

    /Dance

    /Dance

    /Dance

    hehe  ...pure evil. : )

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