Skip to main content
Trail Render in Unity

Trail Rending of Agents with NavMesh, Physics, Unity and CityEngine

By Posts

Combining simple agent based models with physics objects and rendering techniques in a game engine has potential for city wide 3D urban modelling. Traditional techniques often use JAVA based solutions or custom written toolkits with researchers developing their own models. With recent advances in procedural modelling and game engine technology, with the move to real time data feeds and advanced physics engines, there is notable potential.

Trail Render in Unity

Trail Render in Unity

Yesterday’s post on ‘Shortest Path Modelling and NavMesh in Unity and CityEngine‘ explored a simple target/navmesh approach. If you add physics to the target and use the ‘trail rendering’ effects of Unity you can create a dynamic scene with the paths of the agents traced. It is of course exploratory, but the possibilities are intriguing:
The Trail Renderer is simply used to make trails behind objects in the scene as they move about – with the addition of physics the ball reacts to the mesh and the agents are continuously calculating a shortest path. This is computationally intensive so a question remains on the number of agents Unity can handle in a single simulation, we will be exploring this over the coming weeks.

Agents in Unity

Shortest Path Modelling and NavMesh in Unity and CityEngine

By 3D Modelling

Shortest path network analysis, pedestrian modelling and moving agents around complex city scenes has always been a specialised domain. As regular readers will know we have always taken the view that game engines are arguably better suited to agent based modelling – especially in terms of pedestrian and transport than more traditional packages.

Agents in Unity

Agents in Unity

With a mix of Unity NavMesh and some simple Javascript it is possible to create a city wide navigation mesh. Below is out first example using agents to follow a target (viewable in 1080p):

We will be exploring this further over coming weeks…

Agents in Unity

Shortest Path Modelling and NavMesh in Unity and CityEngine

By 3D Modelling

Shortest path network analysis, pedestrian modelling and moving agents around complex city scenes has always been a specialised domain. As regular readers will know we have always taken the view that game engines are arguably better suited to agent based modelling – especially in terms of pedestrian and transport than more traditional packages.

Agents in Unity

Agents in Unity

With a mix of Unity NavMesh and some simple Javascript it is possible to create a city wide navigation mesh. Below is out first example using agents to follow a target (viewable in 1080p):

We will be exploring this further over coming weeks…

Processing Output in Lumion

Processing, Lumion, CityEngine, 3D Max and a touch of Jazz

By 3D Modelling

One of the questions in modelling a ‘living city’ is how to combine aspects of agent based modelling for crowds, traffic simulation and 3D cities without a work flow that takes weeks and a high end graphics house.

Processing Output in Lumion

Processing Output in Lumion

Using the intriguing P5 to Max script it is possible to control 3D Max via Processing and a local server connection, this opens up a raft of possibilities for visualisation and urban scenes based on real data.
As a quick example we used the default processing P5 scene and created the clip below, it also allowed us to test the various configurations for lighting and weather in Lumion:

We will be exploring the possibilities of Processing and 3D Max further over the coming weeks…

Close Menu

About Salient

The Castle
Unit 345
2500 Castle Dr
Manhattan, NY

T: +216 (0)40 3629 4753
E: hello@themenectar.com

Archives