Well it isn’t really playable, but it’s partly interactive.
I thought it would be nice to have a small pause before I continue my musings on path follow behaviours. Click on the link to see a demo of pathfollow and spherical avoidance (aka collision avoidance).
Scene 1 shows the path following behaviour described in the last post. Scene 2 shows a new one I’m working on at the moment. Each scene features 20 agents, if I counted correctly. I had some weird issue with terrible performance with only 10 agents before, but now it seems to run smoothly. I’d appreciate feedback on performance very much nonetheless.
In scene 1 you can usually see an unstable equilibrium involving 3 agents. One of them manages to break out, but the other 2 cannot. I think it’s probably still unstable, it might just take a very long time to resolve.
You can switch between scene 1 and 2, with the keys 1 and 2.