Hide & Seek 2.0 — v1.8.0 (real simulation + clear winner)
Hide & Seek 2.0 -- v1.8.0
▶ Live: https://gefaa.github.io/hide-and-seek-2/ — hard-refresh (Ctrl+Shift+R).
The demo is now a real simulation
The old demo clips were scripted waypoints with no physics — boxes clipped
into each other, agents walked through walls and each other, and it was unclear
who won. Rebuilt as a deterministic micro-simulation (pure stdlib):
- Collision resolution — nothing overlaps or passes through walls; the heavy
box genuinely needs two pushers. - Steering movement — smooth and natural; agents face where they move.
- Perception — seekers see hiders via a vision cone + range + line-of-sight
and chase only what they actually see; hiders flee and use cover. - A clear winner — every episode ends with a SEEKERS WIN / HIDERS WIN
banner explaining why. - A validation gate refuses to emit any trajectory with overlaps,
wall-clipping, out-of-bounds entities, teleports, or an undecided result.