Maximum A.I objects/Actors/Entities
by Ian George · in Torque Game Engine · 04/20/2004 (12:28 pm) · 6 replies
Right, finally in a position to buy so one more question , what is the most maximum entites/actors objects I can have in a single player and mulitplayer level level? and what is the maximum level of enemy A.I you can have in either a single or multiplayer level?
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#2
Of course you could change the way the AI works, or increase the max players.
04/22/2004 (8:53 pm)
Not using the current method, where AI's are just computer controlled players. Ther servers have a limit of (I think) 128 players, so max AI's you could have would be 127 (plus the player).Of course you could change the way the AI works, or increase the max players.
#3
200 AIs will be hard though, for one rendering-wise if lots of them are in view (they should be relatively low-detail and have good LODs) and second the computation will be a problem (AI routines you have to write, collision handling etc.)
so you should be careful with the AI code you put in there, simplify the collision checks and also be careful with your models, but in theory there is no "limit"...
04/22/2004 (10:54 pm)
Dylan: thats not correct - AIPlayers dont use up "player spots" anymore since quite a while now, the code has been changed so that they dont use a ClientConnection anymore...200 AIs will be hard though, for one rendering-wise if lots of them are in view (they should be relatively low-detail and have good LODs) and second the computation will be a problem (AI routines you have to write, collision handling etc.)
so you should be careful with the AI code you put in there, simplify the collision checks and also be careful with your models, but in theory there is no "limit"...
#4
04/23/2004 (12:23 am)
If you've got 200 on the screen at the time, there might be some serious problems for the reason Stefan mentions. However, if you are talking 200 total in a mission, some interesting use of triggers would allow you to create the AI players on the fly at predetermined spawn points in the mission and make them active.
#5
no idea how to do this... Any pointers?
Regards
James
04/23/2004 (12:39 am)
Beffy: Where/How do i change the collision for the AI? I haveno idea how to do this... Any pointers?
Regards
James
#6
still I can ask that question when I get the package, most of my questions are answered and if a lot fo the vehicle controls are carried over from Tribes 2 then that shouldn't be too much of a problem, only how to make driver's and pilots start in the vehicle at the beginning of a level and how to make sure they are attracted to empty vehicles to continue fighting in of if there are none, get back to base.
I have quite a number of low detailed models and can get them lower if I need to.
Thanks for answering my questions guys all of you have been extremely helpful.
04/23/2004 (6:57 am)
I see because I want to make 3D 1st R.T.S in a simliar vien like the Battlezone (98) and Battlezone 2 veins and you get up to 100 A.I. vehicles plus pilots on your side and , in theory you can have the computer have the same amount of force on the other side, of course I don't think you can have them all on the screen at the sametime but this engine would be enough to get that and of course I would want the vehicles to have drivers'/pilots in them fromn the start, if the vehicle gets destroyed they would get into an empty vehicle or go back to base unless the player ordered them into a building to fight. I will presume there is a way to do that as well,still I can ask that question when I get the package, most of my questions are answered and if a lot fo the vehicle controls are carried over from Tribes 2 then that shouldn't be too much of a problem, only how to make driver's and pilots start in the vehicle at the beginning of a level and how to make sure they are attracted to empty vehicles to continue fighting in of if there are none, get back to base.
I have quite a number of low detailed models and can get them lower if I need to.
Thanks for answering my questions guys all of you have been extremely helpful.
Torque Owner Ian George