Performance issues, when increasing the number of entities.
Posted: Sun Oct 06, 2013 1:39 pm
Good day,
I was playing around with the example 13.6-texturemaps-load-tiled and was stress-testing the engine performance, while increasing the "CharacterAI" count from 20 to 200.
I ran into performance issues, before I reached 100 entities.
My question is as follows:
What is the theoretical capability of the engine in regards to entity count, disregarding box2d integration (just the average overhead of tick and render calls, and movement)?
Is there anything in the example, that could cause the performance to be sub-optimal, so I could achieve higher entity counts by cutting some corners i.e disabling physics?
In general, how would I go about implementing swarm-style play(think hordes in l4d) with ~200 entities (As far as I tested, pathfinding was not the bottleneck), without degrading the performance too heavily? To clarfily, I just want to understand where the performance bottlenecks are in the engine and how to avoid them.
-Uni
I was playing around with the example 13.6-texturemaps-load-tiled and was stress-testing the engine performance, while increasing the "CharacterAI" count from 20 to 200.
I ran into performance issues, before I reached 100 entities.
My question is as follows:
What is the theoretical capability of the engine in regards to entity count, disregarding box2d integration (just the average overhead of tick and render calls, and movement)?
Is there anything in the example, that could cause the performance to be sub-optimal, so I could achieve higher entity counts by cutting some corners i.e disabling physics?
In general, how would I go about implementing swarm-style play(think hordes in l4d) with ~200 entities (As far as I tested, pathfinding was not the bottleneck), without degrading the performance too heavily? To clarfily, I just want to understand where the performance bottlenecks are in the engine and how to avoid them.
-Uni