AI Sensory Overload
Author: Dev Bryan | Ren
Hello everybody! First of all apologies for missing last week's post, but I ran into an actual brain wracking problem. The team recently implemented a spawning pool that would allow us to have many AI without causing any computers to drop frames, but it had an unexpected effect of temporarily blinding the AI by having it see too much. It would see all the AI and remember them for a little too long. Thankfully this wasn't permanent, but still an issue. This ended being fixed by disabling an option in the .ini file for the game that allowed us to ignore all pawns that did not have a specific component. Thanks to this the AI we're able to filter out everything but the player. This allows the game to perform better and make the AI respond normally.
Thanks for reading and playing,
Dev Bryan.
Get Lustrat Somnia
Lustrat Somnia
Horror game with horde defence
Status | Prototype |
Authors | The Vermilion Chocobos, Sun, Ren, TheCephaloDev |
Languages | English |
More posts
- Winning randomNov 18, 2023
- Components Vs ActorsNov 10, 2023
- UI subsystem abstractionNov 03, 2023
- UI versus Shared PointersOct 28, 2023
- AI Accidental MartydomOct 23, 2023
- Clashing systemsOct 20, 2023
- Positioning a randomized objectOct 16, 2023
- Dev Log: Issues with Turning MeshOct 14, 2023
- UI Player Feedback and DirectionOct 14, 2023
- DevLog: Point System and Random ItemsOct 07, 2023
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