Game Development Community

BOts on screen

by Bejong K Yang · in General Discussion · 09/29/2005 (5:15 am) · 4 replies

I was wondering....HOw many bots can be on screen at one time, such as if I was doing like a war scene and I would need multiple bots on screen????

#1
09/29/2005 (5:22 am)
Try www.garagegames.com/mg/forums/result.thread.php?qt=13714

Site search is your friend. :)
#2
09/29/2005 (7:25 am)
Well that would definetly depend on how smart the bots were and how good your computer was.
#3
09/29/2005 (3:29 pm)
It does not let me go to the link
#4
09/29/2005 (3:47 pm)
Thats because its a sdk private forum I'm sure nobody will get angry if I pull the key parts
"pascal"
I think I answered my own question.

I upped the values ingame for

$pref::Net::PacketSize
$pref::Net::PacketRateToClient

(see netConnection.cc) and this
seemed to do the trick. I guess there
just wasn't enough bandwidth for the
10+ bots with the defaults.

-Pascal

Ok we did another test. Matt hosted a game with 10 bots + himself all fighting. He had around 50 fps. Then, I enter the game, we both get around 5-10 fps. We play for 5 minutes, then I leave the game, Matt gets back to 50 fps.

So we both experience a slowdown when both playing... but if we are both playing and if there arent any bots, then we both have a high fps.

There doesnt seem to be any memory peaks or leaks.

So to resume this, one player with lots of bots works ok, but 2 or more players with bots gets a major slowdown. 2 or more players without bots works ok.

It looks like the engine has too much information to transfer to the clients when there are bots.

In our client\prefs.cs, we both have this:

$Pref::Net::LagThreshold = "400";
$pref::Net::PacketRateToClient = "20";
$pref::Net::PacketRateToServer = "32";
$pref::Net::PacketSize = "400";

before, we had the default that came with the
HEAD.

Is there anything else we should set? Thanks for helping :)

those are two posts by pascal that help