thanks for the details. yeah without a pc it is hard to develop anything... esenthel 1.0 is great but if you need custom shaders, you can get in trouble immediately (can't buy headers any more)... and 2.0 costs some money (nearly the same trouble with custom shaders).

imo the current debug view is usable. and the startup is fast enough when it is presaved. some kind of collision avoidance is important, probably I'll check that crowd part (but there are simple workarounds I'm sure in case of low agent count). I also think of some tests with PhysX movement, but the standard 3DGS also can work.

I'm not planning to make a game with a large scale scene, it would require some advanced engine features (what esenthel/cryengine/udk has), or better programming skills of me.

what I don't know: what Recast/Detour source files you modified?


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