swiftcoder said:
cost quite a bit while pathfinding
nice. they cost quite a bit of collision detection as well I guess? larger map deeper optimization tree?
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swiftcoder said:
cost quite a bit while pathfinding
nice. they cost quite a bit of collision detection as well I guess? larger map deeper optimization tree?
Calin said:
darthdeus said:
Calin said:
How many units does a Starcraft game have on a map with 8 players? If all units are marines (buildings not counted) I count 1600 (8*200)?
Two zerglings count as one supply, so 3200 (400*8) ?
Zerglings have less polygons no effects on attack etc. so they`re lite on cpu load
Rendering isn't really the problem though, especially since RTS units can be probably all instance rendered, at least units of the same type.
darthdeus said:
Calin said:
darthdeus said:
Calin said:
How many units does a Starcraft game have on a map with 8 players? If all units are marines (buildings not counted) I count 1600 (8*200)?
Two zerglings count as one supply, so 3200 (400*8) ?
Zerglings have less polygons no effects on attack etc. so they`re lite on cpu load
Rendering isn't really the problem though, especially since RTS units can be probably all instance rendered, at least units of the same type.
and not all units are in one screen to be rendered all at once.
swiftcoder said:
quite the technical feat
nice they come up with a feature/capability that will never be used (and by a wide margin)
swiftcoder said:
They still cost quite a bit while pathfinding, though. Running 3,200 zerglings through a chokepoint on the map is quite the technical feat.
I prefer doing that with spore crawlers. (Well … not really.) They don't cost supply, so you can build as many as you want. And if you unburrow them, they can walk.