Handling Navigation in Lords of the Fallen for Multiple Enemy Sizes

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Authors: Bruno Rebaque
Cited by: 0

Abstract

The following chapter describes how artificial intelligence (AI) navigation was handled in Lords of the Fallen . The game had two problems to solve in terms of movement – (1) How to handle nav data for multiple enemies when their size (capsule radius) could vary from a few cm to almost 2 m, with many sizes in between, without generating a nav data set for each of them. (2) How to make AI exhibit smooth movement when going around corners and avoid Unreal’s default robotic movement where agents will stick to corners and do unnatural-angled movements. The solution found is presented in this chapter.

Fields of Study & Subjects

Artificial Intelligence in Games Robotic Path Planning Algorithms Evacuation and Crowd Dynamics

Publication details

Journal / source
CRC Press eBooks
Pages
1–15
Publication date
4 March 2026
Language
EN
Document type
Book chapter