This talk will expose the secret practice of restraining AI agents to bounded areas of the game world. We’ll see why this is often a desired feature in terms of game design. We’ll also go over the possible implementation approaches, how they can be mixed, and their performance implications.
Takeaways:
- Understanding of what NPC tethering is
- Realization that it’s deeply dependent on game design
- Some ideas on how to implement agent tethering into your own projects.