I'm happy you like it!

The both methods will be combined.
Think about a basic node related pathfinding plus the obstacle avoidance when obstacles accour.


I'm still working on the obstacle avoidance.
Also i have to find a solution for "Controlling Agents in High-Density Crowd Simulation"

Video not from me:


PS: to behave the individual "more human" the trick is to set more waypoints and let the individual direct to the next visible node with the shortest way to the destination.
This way the individual will walk on shortcuts - like a human does.