Wow indeed ! Does all that math cause any performance dents at all ? I remember reading an old post of yours which said attaching your flying scripts to actors caused a great dip in performance.
The FPS drops a few notches when all 7 riders mount the horses, but this is because the mounting animations, I guess (the scripts are just waiting at this point)
With all seven riders and the dog flying, I did not notice any FPS change besides the normal oscillation.
I don't remember that post of mine. Maybe it was related to the early stages of the script.
But, again, I still need to add a lot of stuff to the scripts to cover for unusual circumstances. The demo video was made under lab conditions (lol).
One question about the flying stuff, what are the 'requirements' for a flight? Do you need to have predefined paths or start and finish points? Or rather, what else is needed besides the script itself?
The NPC Travel and Patrol flights requires waypoints: XMarkers CAREFULLY positioned in the CS
They are quite the same, except that, when Traveling, the NPC stops at the last waypoint, while, when Patrolling, it goes back to the first.
Depending on the positioning of the waypoints, the flight may look weird.
The present script also presumes that there are no obstacles in the path.
There is a second set of (unfinished) scripts that try to detect obstacles ahead (maybe that was the heavy script I may have mentioned).
I am also working on an algorithm to determine a smooth path between two waypoints. At first, applied to moving ships (easier in 2D). When finished, I will adjust it to improve the flight paths.