DarkPlaces: handling massive entities
Moderator: InsideQC Admins
3 posts
• Page 1 of 1
DarkPlaces: handling massive entities
How well can DarkPlaces handle a large amount of entities in a map? I've been curious if anyone run tests like this... 3000~5000 entities in a map, does it handle well?
- JasonX
- Posts: 411
- Joined: Tue Apr 21, 2009 2:08 pm
Re: DarkPlaces: handling massive entities
like the 10k knights mod?
most engines can go up to 32k or so nowadays it seems.
just make sure your ai code isn't doing tracelines etc for every single one every frame.
and that they're not all visible all at once. that sort of thing hurts a bit too.
most engines can go up to 32k or so nowadays it seems.
just make sure your ai code isn't doing tracelines etc for every single one every frame.
and that they're not all visible all at once. that sort of thing hurts a bit too.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: DarkPlaces: handling massive entities
Spike wrote:like the 10k knights mod?
most engines can go up to 32k or so nowadays it seems.
just make sure your ai code isn't doing tracelines etc for every single one every frame.
and that they're not all visible all at once. that sort of thing hurts a bit too.
Unfortunately the traceline stuff is kinda unavoidable, at least with conventional AI.
Some time ago I considered the possibility of implement a cache to traceline queries in order to save CPU cycles in such cases, but this goes beyond my current skills.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
-

frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
3 posts
• Page 1 of 1
Who is online
Users browsing this forum: No registered users and 1 guest