Over 700 actors... What performance issues should I be afraid of...

So I'm projecting to have over 700 actors in this game that I'm creating... I am already at 569... What issues am I going to face when the game is played?... Other than the occasional crash that I've been experiencing

Comments

  • RCT_GamesRCT_Games Member, PRO Posts: 97

    The Biggest thing I could see is long load times. Since I'm only at 134 and I run into that sometimes. All of mine are set to pre load art currently though.

  • SocksSocks London, UK.Member Posts: 12,822
    edited November 2015

    @digitalzero@live.com said:
    So I'm projecting to have over 700 actors in this game that I'm creating... I am already at 569... What issues am I going to face when the game is played?...

    This is kind of like saying I have 700 ingredients in my cupboard, what will my food taste like ?

    Who knows ? Maybe you only ever have 2 actors on screen at once, maybe all 700, maybe they are 32x32 pixels, maybe 2048 x 2048, maybe each actor has 50 very complex rules, maybe only 2 rules, maybe no rules at all, maybe physics is switched off or maybe they are all bouncing off each other all the time, maybe each actor has it's own very hi-res image, maybe they are just plain blank actors . . . (etc etc)

  • MoikMoik Member, PRO Posts: 257

    I guess some other questions:
    - Are all 700 in the same scene? (If so, Load Time Way Up, Performance May Be Down)
    - Do a significant number of them have physics? (Performance Down Slightly)
    - Do a significant number of them have polygonal collision? (Performance Down Slightly, Bugginess Way Up)

    I think the bulk of the Load Time comes from Large Images/Sounds, and the bulk of the Performance Drop comes from Physics/Collision On Many Actors.

    So, if it's like, 700 actors in fixed positions with no images with a max of 50 per scene, probably you're mostly fine I would think.

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