DarkPlaces: handling massive entities

Discuss programming topics for the various GPL'd game engine sources.
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JasonX
Posts: 422
Joined: Tue Apr 21, 2009 2:08 pm

DarkPlaces: handling massive entities

Post by JasonX »

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?
Spike
Posts: 2914
Joined: Fri Nov 05, 2004 3:12 am
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Re: DarkPlaces: handling massive entities

Post by Spike »

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.
frag.machine
Posts: 2126
Joined: Sat Nov 25, 2006 1:49 pm

Re: DarkPlaces: handling massive entities

Post by frag.machine »

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)
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