Hi, Mikko!
Im trying to embed Detour,DetourCrowd to my app instead other path finding solution.
My requirement is to make smooth character movement on map.
I'm creating navigation mesh for Detour+DetourCrowd from collision data, because navigation mesh I used before is not exactly the same as collision, so using its data with bullet, and characters fall down here and there and then suddenly appear.
There is a leader character and a number of followers.
I implemented leader movement using bullet character controller, because it's good enough.
Tried the same with followers, then because there are walls and corners and some places when only one character at time may pass, so finally I got stuck characters, movement looks bad. So I decided to try DetourCrowd.
Finally it works much better than before(thanks a lot for implementing such a great thing!),
but I still have some questions.
1. There are some maps in our game which have stairs. And sometimes character must jump down, not walk on stairs. Is it possible to implement it using Detour?
2. Followers must follow leader character with the same average speed and acceleration. Well, set the same parameters and its done. Now imagine, that followers have different size. We have leader radius, and followers radiuses, all different. The big ones probably should start walk slower, stop slower as well, than smaller ones.
Also when leader stops, followers arriving to destination. How can I make them stop not directly near leader, but on (leader radius)+(some distance)+(follower radius)? Can I do it automatically using Detour?
3. When using Detour we must specify some parameters, such as speed, acceleration. Now I using it with bullet physics world. Are units for Detour the same as for bullet. For example I specify speed=5.0f in Detour, will actual speed be the same as in bullet simulation?
Sorry for noob questions, but please help where possible.