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InsideQC Forums • View topic - DarkPlaces: handling massive entities

DarkPlaces: handling massive entities

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DarkPlaces: handling massive entities

Postby JasonX » Wed Nov 13, 2013 4:25 pm

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?
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Re: DarkPlaces: handling massive entities

Postby Spike » Wed Nov 13, 2013 6:15 pm

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.
.
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Re: DarkPlaces: handling massive entities

Postby frag.machine » Wed Nov 13, 2013 6:49 pm

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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