Agents can "walk through" some parts of the level geometry which looks
unnatural.
Collision with the geometry is not efficient because in irrlicht it is
triggered on bounding box intersection, and bounding boxes for the level
geometry are huge. So far we have been careful to not put agents into
situations where they *can* walk through - should probably revisit this when
better collision is available.
Original issue reported on code.google.com by ikarpov on 1 Sep 2013 at 7:23
Original issue reported on code.google.com by
ikarpov
on 1 Sep 2013 at 7:23