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Re: Can engine handle a huge count of units on map? For example like in TotalWar game series

Posted: Tue Oct 23, 2018 3:55 pm
by Cry-Flare
Hey guys,

The staff here do frequent the forums including our developers from time to time when they have space in their schedule :).
As mentioned by previous user here CRYENGINE can handle a large amount of units on screen, animated, but this depends entirely on optimizations of the assets and animations.

Networking is a different story, unfortunately I don't have any numbers to give right now but generally CRYENGINE's networking layer is targeted more for precision accurate FPS networking which does limit the overall number of characters that are synced accurately across the network, The underlying network architecture should be flexible enough to tailor to your needs if you have a programmer though, such as in Maverick Proving Grounds where they have integrated Spatial OS and looking to get up to 1000 concurrent players.

Re: Can engine handle a huge count of units on map? For example like in TotalWar game series

Posted: Tue Oct 23, 2018 5:12 pm
by MoonBeam
Well I've take a look on AdvancedAnimationController component, into it sources and find this code:

Code: Select all

m_pEntity->SetCharacter(m_pCachedCharacter, GetOrMakeEntitySlotId(), false);
in line code above I see that character instance of some character are assigned to entity's slot.
my's question is: how many of slots may have entity ? let's say it may handle 8 slots, each within with ICharacterInstance class
just calculations 10.000 / 8 = 1250, I need create and spawn on level 1250 entitys for army of 10 thoused units ?

Re: Can engine handle a huge count of units on map? For example like in TotalWar game series

Posted: Sun Nov 04, 2018 6:57 am
by VonBismarck1986
Well I've take a look on AdvancedAnimationController component, into it sources and find this code:

Code: Select all

m_pEntity->SetCharacter(m_pCachedCharacter, GetOrMakeEntitySlotId(), false);
in line code above I see that character instance of some character are assigned to entity's slot.
my's question is: how many of slots may have entity ? let's say it may handle 8 slots, each within with ICharacterInstance class
just calculations 10.000 / 8 = 1250, I need create and spawn on level 1250 entitys for army of 10 thoused units ?
You don't need to worry about that, as stated above the real issue is if the game would be multiplayer, if your game is single player just focus on performance.

Re: Can engine handle a huge count of units on map? For example like in TotalWar game series

Posted: Fri Nov 16, 2018 5:26 pm
by Cry-Flare
Also slots are not designed to be used this way afaik. Each entity has a set of components that can control the functionality of other components within the same entity.
It is better to create separate entities for each of the characters so t hey can act individually and be easier to manage.