My games usually start lagging quite easily when there are a couple hundred of boxes representing possible characters. While games like SimCity or even Anno have hundreds of characters.
I realized that those games don't update everything at every tic, the needs are handled in intervals and it's not a render problem, but all of those tiny creatures have individual path-finding etc.
I simply can't understand how they can pull that off for thousands of characters even on old machines. How do they do this?
This question was updated to refer to huge Numbers where individuals don't really count and are simply simulated for immersion and aesthetics.
(Related if referring to individual characters: How does Dwarf Fortress keep track of so many entities without losing performance?)
(Different question but maybe related?: Rendering hundreds of animated characters in Unity3D)
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