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FPS Creator X10 / Lots of enemies

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Pus In Boots
15
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Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 18th Jun 2007 22:20
Realistically, in a medium sized, moderately furnished, good graphic- settings room, is it plausible to have; say, 60 enemies on screen? What's the recommended maximum?

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Duplex
User Banned
Posted: 18th Jun 2007 22:35
Why would you want 60 in a room?

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DJ TJJ
14
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Joined: 8th Jul 2006
Location: mobius
Posted: 18th Jun 2007 23:13
Let's say he has an outdoor environment and wants a clash of 2 armies...

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vorconan
14
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Joined: 4th Nov 2006
Location: Wales
Posted: 18th Jun 2007 23:15
You probably could, take the polygon count in some new computer games for one enemy, then think of an enemy in FPSC
Inspire
14
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Joined: 23rd Dec 2006
Location: Rochester, NY
Posted: 19th Jun 2007 02:15
Did you watch the video? Entity instancing allows you to have loads of characters on screen with out a performance hit.

Xarshi
15
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Joined: 25th Dec 2005
Location: Ohio
Posted: 20th Jun 2007 08:04
Instancing will allow for creation of massive zombie games...very massive...very very massive. Well,you'd need a cpu to back it up on physics and ai. But still...massive....

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Pus In Boots
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Location: S.M.I.L.E. industries
Posted: 20th Jun 2007 20:39
zombie game was just what I was thinking. Or maybe a spartan war in rome...

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nackidno
13
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Joined: 3rd Feb 2007
Location: Där solen aldrig skiner
Posted: 20th Jun 2007 20:44
Uhmm..Zombie game!? This starts to sound like dead rising, but it would be cool if you can place two armies in a room and watch them fight each other.

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RickV
TGC Development Director
20
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 20th Jun 2007 21:55
All depends on poly count of enemies and how well we optimise the LOD and the AI. Currently Lee and Paul are working hard to improve the speed of the main loop.

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Pus In Boots
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Joined: 5th Nov 2005
Location: S.M.I.L.E. industries
Posted: 21st Jun 2007 19:22
Quote: "Uhmm..Zombie game!? This starts to sound like dead rising, but it would be cool if you can place two armies in a room and watch them fight each other."


Dead rising inspires me only slightly, because there is no looming dread or sense of desperation. Plus this is an FPS. Much better.
[/quote]
Quote: "Currently Lee and Paul are working hard to improve the speed of the main loop.
"


Terrific!

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Commander in Chief
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Joined: 15th Apr 2006
Location: Carbondale, PA, USA
Posted: 22nd Jun 2007 02:33
I would very much like to have instanced allies on your team, say around 60, battle around 60 instanced enemies ^^. Also, instanced enemies can be killed, correct?

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Xarshi
15
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Joined: 25th Dec 2005
Location: Ohio
Posted: 22nd Jun 2007 04:34
Hah,of course. If not,why have them? With the instancing you can set position,animation,rotation,texture,and scale. So I only assume you can kill them if your given the right amount of features to do so.

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That C++ Nerd
14
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Joined: 30th Dec 2006
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Posted: 22nd Jun 2007 05:46
DEAD RISING AND OBJECT INSTANCING THREAD -- This might help.

http://forum.thegamecreators.com/?m=forum_view&t=108641&b=2
Deathead
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Joined: 14th Oct 2006
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Posted: 23rd Jun 2007 23:33
Hey, now that would be cool to have lots of zombies in one room attacking you.

RickV
TGC Development Director
20
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 25th Jun 2007 15:55
I am finding that a game with 50 enemies in is not so great - just kill, kill, kill... Still, we continue to work on the game play aspects and optimization of it.

Financial Director
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Xarshi
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Location: Ohio
Posted: 26th Jun 2007 02:23
RickV - You mean not fun or slow?

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X Games
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Joined: 8th May 2007
Location: World Wide Web
Posted: 26th Jun 2007 02:31
Quote: "I am finding that a game with 50 enemies in is not so great"


Not great as in ,not fun or not able to cope on engine?

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RickV
TGC Development Director
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Joined: 27th Apr 2000
Location: United Kingdom
Posted: 27th Jun 2007 00:25
Is not so great fun wise. We have two challenges to deal with here at TGC:

1. Make the game play battle more fun.
2. Optimise the AI. Currently all 50 enemies are trying to A* path find around each other, technically cool but expensive on CPU time. A solution is underway. Lee is exporting cleaner collision data for Paul's AI system to deal with. We should know the results soon...

X10 is just stuck in the mud of optimisation at present, it will soon rise out of the mud all clean and crisp!

Rick

Financial Director
TGC Team
[Check out Jed McKenna - http://www.wisefoolpress.com/]

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