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Category: Miscellaneous
09 Oct

Mercuna v2.7

We have just released v2.7 of Mercuna with some very exciting new features: Automatic jump link generation – as part of the navgrid build Mercuna can now identify locations where agents can jump across gaps or down from heights and will create nav rails. This saves designers time, as they no longer need to place..

25 Dec

2022 – Year in review

2022 was a year of expansion for us here at Mercuna. We’ve got new features, new games, new staff, and a new office. The year absolutely flew by, and standing at the beginning of the new year, we thought we’d look back and let you know about everything that we’ve been up to. Releases First!..

14 Jan

2021 – Year in review

Last year was an exciting year for Mercuna, with a growing client list, new team members and some fantastic Mercuna-navigated game releases. While we can’t believe it is already 2022, we wanted to share some of our 2021 highlights. Ground Navigation Improvements A big focus of our efforts was maturing our new ground navigation solution..

01 Feb

2020 – What a year!

2020 was quite a year for everyone and here at Mercuna we’ve all been remote working since March, but somehow as busy as ever! Here are just some of our highlights from the year. Ground Navigation Our biggest effort was developing our new ground navigation system for vehicles and animals. We knew this would be..

05 Nov

Creating Functional Tests in Unreal Engine 4

Functional tests are a great way to ensure that the basic features of your game work as expected. They allow you to test more realistic scenarios than unit tests whilst giving more control than gameplay tests. This is especially useful for middleware, such as Mercuna, because our 3D and ground navigation systems have many complicated..

31 Aug

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”,..

18 Oct
Architects use gaming tech to visualise cities

Bringing New Realities to Life with Game Technology

One of the most exciting trends in the games industry has been how our innovations have been used in novel and imaginative ways by other industries. Game experiences are starting to move so close to reality that they could have a huge impact on how we design and operate within the designed environment. Here I..

11 Sep

Building Binary Plugins in Unreal Engine 4

Unreal Engine 4 has been engineered with the assumption that code plugins will include their full source code when distributed. However this can often be undesirable, as for example, in our case where we want to offer an evaluation version of Mercuna for people to try out but don’t want to make our full source..

21 Feb

Running on Android

We originally wrote Mercuna with PC and consoles in mind, but recently we got asked about whether Mercuna ran on Android. The enquiry was through an evaluation request, and my initial response was going to be no, it wasn’t something we had ever tried. However, I decided it was first worth looking to see how..

09 Jan

Implications of Meltdown and Spectre

The biggest story in the tech world over the last week has been the Meltdown and Spectre security vulnerabilities.  So what are they, and how will the fixes for them impact games? This post will focus on the Meltdown attack as the implications of that are more serious and we’ve seen that the patches coming..