GAMES IN PROGRESS
Latest Videos
Home
/
Indie Game Developers
/
Re: cOg Mission
/
How I Manage 65K Varied Animated Units at 5x Game Speed and 60 FPS

How I Manage 65K Varied Animated Units at 5x Game Speed and 60 FPS

5 min
Over the past year or so I’ve created highly optimised systems for a road network, animated units and pathfinding. These systems utilise Data Oriented Design and burst-compiled jobs on parallel threads to perform a stupendous amount of work per frame, allowing me to have tens of thousands of road segments and detailed, animated units spread across the large maps in my gridless world-building game, Minor Deity. If we also cater for increased game speed, just how far can we push these systems before they fall apart, or the frame rate becomes unbearably low? We’ll answer this question in this video, and let’s just say I was pleasantly surprised by the results. This is the story of implementing what I've learned into a gridless, interactive, world-building sandbox game called Minor Deity. Minor Deity on Steam: https://store.steampowered.com/app/3876240/Minor_Deity/ Minor Deity Discord Server: https://discord.gg/2NEb4HxwhF 00:00 Intro 00:37 Stress Test Setup 01:52 Adding Thousands of Units 02:55 Pathfinding and Game Speed 03:40 Technical Details 04:55 Combining Everything 05:20 Outro