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Our new automatic jump generation will identify locations where agents can jump across gaps or down from heights. This drastically increases where your AI can go, and saves designers huge amounts of time no longer needing to place navlinks throughout maps
We are seeking an experienced Unreal Engine/Gameplay Programmer to support our customers using Mercuna in their games and to improve our Unreal integration. If you are passionate about advancing AI navigation software and working with AAA game studios, we want to hear from you! mercuna.com/integration-engi…
Congratulations to The @ChineseRoom on the release of Still Wakes the Deep! We were delighted they selected Mercuna to drive their monster movement.
🌊 OUT NOW 🌊
December 1975. Disaster strikes an oil rig off the coast of Scotland. Save your crew from an otherworldly horror.
"Still Wakes the Deep" marks The Chinese Room's return to Narrative Horror.
Play @SWTD_Game on PC / consoles now: stillwakesthedeep.com
Great to see Dune Awakening showcased in #StateOfUnreal! At Mercuna we’ve been working with Funcom on the navigation challenges for this game for years now.
It’s an awesome IP to be working with!
Cool to see interesting modes of locomotion in Rise of Hydra. #StateOfUnreal
Mercuna can automatically add jump links, allowing NPCs to navigate between rooftops without scripting.
#StateofUnreal is that a lot of developers would like to evaluate its state. Hopefully I get in!
Mercuna AI Navigation retweeted
Replying to @MercunaDev
I think people are too eager to stuff AI-related data into nav structures. There’s a few areas where that fits, but I think it’s often just because it’s the structure that particular dev is familiar with and controls.
The LLMs are back again at the #AISummit - by adding a per agent memory store, believable agents can be made, and in this case play Werewolf.
The results are interesting, but human interaction didn’t work quite as well as it first appeared to - allowing agents to more often be persuaded by human arguments would be the next step.
First up at the #GDC #AISummit this morning, utility systems. A clear explanation of how scoring decisions works and common pitfalls. While decision making isn’t something we normally tackle at Mercuna, this is similar to how we decide on steering options with our context steering implementation.
Definitely some food for thought here!
Interesting #GDC #AISummit talk about building modular environment evaluation from Sam Fay-Hunt. The idea is that designers can write queries that plug into multiple different systems.
By moving the execution scheduling of these queries out of the designer’s control they can achieve timeslicing in a generic way.
The solution that Tomorrow Falls settled on relies on offline generation to determine which higher level paths are viable, allowing paths up to 8km long.
Mercuna’s navigation is based on similar principles, but allows annotation of the nav grid with friction, slope and modifier markup. Our maximum path length is 1-2km, but the grid can be regenerated quickly at runtime.


