- Animation bug.
- Implemented acceleration / deceleration.
- Implemented debug visuals for agents.
- New counting system
- Redesigned the scene.
First of I fixed an Animation bug where the agents wound loop their walking animation slowly even though the actual walking speed was pretty high.
I implemented acceleration / acceleration for the agents, which makes the agents interpolate their velocity from their current velocity to the preferred velocity. They do this by using acceleration and deceleration float values between 0 and 1; 0 making the transition non extant, and 1 making it instant. This is how it looks:
The agents cannot see the wall as of this moment, but we are discussing if we should implement a behavior that lets agents avoid that as well. Also implemented is the ability for agents to enable and disable avoidance to the sides, in the video above this is enabled.
Also implemented is debug lines to the agents which makes them show their current velocity as well as the preferred velocity, the continuum velocity, as well as the collision avoidance velocity.
Shown bellow is how it looks on an agent when in the scene view:
The white line is the current velocity, the green one is the preferred velocity, the blue one the continuum velocity, and finally the red one which is the collision avoidance velocity.
Here it is in action:
The counter also has been modified so that it counts up when agents pass the door node. This will enable the clock to stop exactly when all agents have passed the door.
The scene was modified so that the agents can not see the exit from their spawn point, this is to avoid a bug where agents will walk into a wall towards the goal forever:


