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I am trying to develop a moving walkway for a 3D virtual space made in Three.js (link here). Right now guests navigate using WASD or the arrow keys and the mouse to look around.

My goal is to have guests would navigate themselves onto the walkway and be moved along a path through the space, like a high speed lazy river. They could hop off any time once they reach their destination.

I was planning on using vectors and adapting some steering behaviors code from The Nature of Code series (which is based on Craig Reynolds' steering behaviors). I would accelerate the user once they're on the path and keep them on the path using steering, until they move themselves off.

I am curious if there is a better way to do this and determine the pathway. I checked out Don McCurdy's Three.js pathfinding work, but it requires that you build an external mesh in something like Blender and import that into Three.js, which I haven't been able to do yet. A lot of Blender's options have also changed since he wrote the tutorials, so it's hard to map.

I'm all ears if anyone has suggestions.

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  • \$\begingroup\$ Here the agents being moved are human users who can steer themselves, correct? If so, it doesn't sound like either pathfinding or steering behaviours are appropriate to your application. Those are for AI navigation. For moving along a path, it sounds like you just want a waypoint or spline-following system. You create a list of points - milestones along your lazy river - then move the user toward the next point in sequence. \$\endgroup\$
    – DMGregory
    Mar 23 at 22:10

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