The Wolf in Me
Steam News 8 February 20263mo ago

Improving Performance with Distance-Based Enemy AI in Lobo

In Lobo, encounters are designed with a few enemies at a time, rather than huge crowds. This is both a design choice and a technical necessity. By design, encounters should feel meaningful and challenging, no matter the…

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Extracted changes

0 fixes1 addition1 change0 removals
  • Performance
  • Gameplay
changedBy design, encounters should feel meaningful and challenging, no matter the enemy’s size. Technically, smarter AI is heavier on performance: the more complex their behavior, the more processing they require. On top of that, Lobo is a small open world. Some enemies spawn at runtime, but most are manually placed in the level. To keep performance smooth while maintaining engaging encounters, I improved enemy “presence” with a distance-based system:
addedDistance less than 2000 units: Tick and animation are enabled, but at a reduced rate depending on distance.

In Lobo, encounters are designed with a few enemies at a time, rather than huge crowds. This is both a design choice and a technical necessity.

By design, encounters should feel meaningful and challenging, no matter the enemy’s size. Technically, smarter AI is heavier on performance: the more complex their behavior, the more processing they require. On top of that, Lobo is a small open world. Some enemies spawn at runtime, but most are manually placed in the level. To keep performance smooth while maintaining engaging encounters, I improved enemy “presence” with a distance-based system:

  • A timer checks each enemy’s distance to the player.

  • Distance bigger than 4000 units: Enemies are in sleep mode. No visibility, no tick, no animation, no AI.

  • Distance 4000–2000 units: Enemies are visible in idle mode, but still mostly inactive.

  • Distance less than 2000 unitsTick and animation are enabled, but at a reduced rate depending on distance.
  • Combat range within 500 units: Enemies are fully active, 100% functional, and ready to fight.

This ensures that only the enemies near the player are fully active and using their potential, while keeping the game smooth and reactive.

Source

Steam News / 8 February 2026

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