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.

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