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3D pathfinding in destructible world (Kynapse AI)

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Uploaded by on Mar 14, 2007

This is a demo developed by Kynogon. A path is computed over a rubble of hundreds of objects. An object is not blocking per se, it is the rubble of objects that creates the topological complexity.

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  • WUT?!

    i was amazed at the end :O

  • Crackdown's AI was terrible. This AI looks really good. I'm guessing that Crackdown uses an outdated version?

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All Comments (18)

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  • Awesome... i think it would response something like:

    "do i need learn how to fly?" :P

  • this pathfinding is done in nodes and waypoints, not tiles :)

  • is it a public software, or what? amazing.

  • Why don't they let indie developers have a trial? I might have gotten it if it were available to try.

  • Major respect to the people at Autodesk on this one. This is fairly awesome work IMO.

    Just don't expect this kind of performance in games, where a ton of other subsystems (or entity AIs) are eating 80% of your available processor time.

  • There are other AI solutions where you can direct download their AI solutions, navmesh generation, pathfinding, movement etc. from their web-site for free. Try out google.

  • of which page Web I can lower the Autodesk Kynapse, but that is not torrent, I need please it urgent

    Thanks

  • does kynapse and humanik works on mac??

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