The number of dynamic entities in a level and the influence can be relative to the nature of them.
Numbers can be missleading.
Is the question is how many different individual kinds of dynamic entities or the total number of dynamic entities? There may be a big difference and I am not sure any user understands how the differences are actually seem by the engine and how the engine relates to them in any calculkations it has to do with regard to them. It clones entities so I would presume that from the point of view of pure calculations in real time of dynamic iinfluences 200 copies of the same entity would have far less affect than 200 different kinds of entities with just one instance of each being used.
Dynamic entities too need not necessarily require high levels of math to be performed by the engine in real time. For instance a light model entity may be dynamic but actually not do anything requiring dynamic calculations so does not need high levels of scripting code attached to them. Reducing unecessary scripting attached to dynamic entities is a good way to reduce the engines burden and is well documented as a means of optimisation.
Such entities can be spawned and removed on the fly also helping remove unecessary entity polys from any particlular scenario which may help keep all round fps up.
Remember that FPSC can render some content far from the immediate scene so check your level in wireframe and if there are any either static or dynamic entities unecessisarily rendering outside of any immediate scene view then you can take steps to remove them - every single extra fps you can gain for yourself means you can add even more entities.
This has all been answered before and is well documented somewhere or other.
The answer is you can have a lot of entities but probably not enough to add enough to make an FPSC game anything like as complex or as realistic looking as is in real life human type environments which if you live in any kind of modern metropolis is likely to be awash with complex objects.
Even simulating open outdoor type environments unless you are creating a game taking place in the middle of a Sand desert - the Natural world tends to be full of extremely complex biologies visually.
Some engines I use can place a forest of 1000 trees on a landscape but I would not suggest one would get away with that in FPSC unless they were all of one tree type - even then I doubt you would fit them in inside the FPSC world size. And what about the grasses?
Anyone care to try it?
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