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Author: Peter Creasey
03 Jun
2021

Kinematic Pathfinding for Animal and Vehicle AI in Games

One of the necessary systems in game AI is to be able to plan an agent’s path from A to B. For characters and human-like agents this is now routine, with game engines including built-in functionality for on-the-fly path-planning in a dynamic world. These systems start to reach their limits, however, when used with agents..

31 Aug
2020

Compiling against multiple UE4 Linux Installed Builds with Buildbot

At Mercuna we make extensive use of automated testing including continuous integration. Our AI navigation middleware is used on multiple game engines (Unreal Engine and Unity), multiple versions of engines, on multiple platforms (Windows, Mac, Linux) and for multiple platforms (the above plus consoles and mobile devices). As such it’s essential that we “fail early”,..

24 Jul
2019

Path following with turning rate constraints

Making believable 3d navigation doesn’t just mean finding straight-line paths for AI to travel on, it also means following them in a realistic way. What we really want to be able to do is make our birds/fish/spaceships/planes/dragons move in ways that seem plausible, and one of the ways we can do this is to set..