Uploaded June 2020 | Updated September 2026, 3 weeks ago
Using a single trace for visibility.
Instancing thousands of characters with goals (stimulus), perception of the environment, collision, cohesion, separation, aligment, and rendered using a single UInstancedStaticMeshComponent and baked animations into a texture used from a vertex shader.
Thousands of character spawned but controlled by a single agent
Using a single trace for visibility.
Instancing thousands of characters with goals (stimulus), perception of the environment, collision, cohesion, separation, aligment, and rendered using a single UInstancedStaticMeshComponent and baked animations into a texture used from a vertex shader.
Thousands of character spawned but controlled by a single agent

