Now the path finding is integrated into the character sample, so the NPCs not only follow the main character on a straight path, but they will avoid obstacles. What's also demonstrated here is a dynamic level, for example when a door opens, the voxelization is updated, so pathways become traversable. In this demo, the voxelization is simply updated every frame, but it could be driven by some event game logic. It is also possible to update dynamic parts of the scene separately from the static part and combine the two voxel volumes faster than re-voxelize everything.
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