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This enables bounce light completely in real-time. So I built my own dynamic global illumination lighting engine. But I didn’t stop there! With the large open environments, I needed a more dynamic lighting solution than the one built into the Unity engine. Each individual decides his own path and navigates complex environments.
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The detail of each character has little effect on performance while each individual acts independently, but is working towards a greater good for his team. This is why I worked months on end to create the most powerful crowd rendering system ever conceived in the Unity engine. Unfortunately, there really aren’t many engines that you can chuck 10,000 characters in and expect good performance.
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