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Sanctus

@Sanctus@lemmy.world

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

Sanctus,
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Tldr: NPC and Environmental density.

Sanctus,
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We don’t know how their NPCs are built though. The pathing seems to be the same for every NPC that moves, so I bet its baked in somewhere up the inheritance tree. They already use ocular occlusion to take down some of the clutter out of view. The fact is the city probably pushes the limits of the engine in its current state.

Sanctus,
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They’re probably using A*. I don’t really see how you can get more efficient than that.

Sanctus, (edited )
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Yeah but with how optimal the game is are they really not using waypoints for jobber npcs already? This game runs extremely well. That seems like a hell of an oversight. Thats why i figured the pathfinding was baked in somewhere higher up or something.

Edit: I really don’t think it is pathing. These models have insane LoD. I’m thinking they tuned it since D:OS2 but its the same engine. I bet its just compounding factors of high polygons, environmental effects (the earthquakes) and NPCs just existing in high number on top of that. There is more than double the amount of NPCs inside the city than anywhere else in the game.

Sanctus,
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Pushing the boundaries of the engine is different than pushing the boundaries of the industry. Maybe it could be the pathfinding. But movement doesn’t necessarily mean its pathfinding. I’m sure transforming all those polygons costs more computationally than pathfinding.

Sanctus,
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John Carmack is a legend, but a fucken douche.

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