Aerotopia: How I render 1000 NPCs at 60 FPS

  Рет қаралды 6,950

sleitnick

sleitnick

Күн бұрын

Пікірлер: 25
@lion3312
@lion3312 Жыл бұрын
Lets say hypothetically that every npc is made of one mesh.
@maxgorden499
@maxgorden499 6 жыл бұрын
Thanks for all the content you provide :) Never understood how to implement if an object is in view or not, now I do! Thank you
@gerardt3284
@gerardt3284 Жыл бұрын
I'm working on being able to handle 1000 NPCs on screen all at once, all crowding around the player and not going inside each other
@ilittlebig198
@ilittlebig198 6 жыл бұрын
I'm also handling my npcs like this
@gryphoncook5338
@gryphoncook5338 2 жыл бұрын
it would be nice if we had all the variables definitions too
@Fezezen
@Fezezen 4 жыл бұрын
local tick = tick
@jamesmann260
@jamesmann260 6 жыл бұрын
Interested to see where this goes.
@elocore1702
@elocore1702 5 жыл бұрын
What is the % Activity you get from the script while this is running from the script performance tab
@Fujui
@Fujui 3 ай бұрын
How would i do this with alot of logic per npc, like deepwoken?
@kevintst2
@kevintst2 6 жыл бұрын
So clever
@etrevi
@etrevi 2 ай бұрын
can you make a tutorial on this?
@Fezezen
@Fezezen 5 жыл бұрын
How are you "hiding" them once they go off screen? Are you deleting their model? If so, wouldn't re-adding their model once they're on screen again, bring down the performance?
@uppishowl3456
@uppishowl3456 5 жыл бұрын
He is "Hiding" them. It's exactly what it says. He's making it so it isn't visible anymore. Now, this can be done plenty of ways. I'd say the method he's doing is changing the parent back and forth through replicated storage and something in the workspace so he doesn't have to change the transparency of EVERY SINGLE PART each time. That's what I think he's doing anyways.
@r0lfu_
@r0lfu_ 4 ай бұрын
he said he was setting transparency to 1
@unusuallight4959
@unusuallight4959 6 жыл бұрын
How are you running the client method? Do you have a local script that handles all of the client stuff or do you do it some other way
@loganhunt3074
@loganhunt3074 6 жыл бұрын
Do you tell the server to update their location at all or is movement completely client side?
@sleitnick1
@sleitnick1 6 жыл бұрын
Both. The client handles it at high frequency, and updates the server every second (only if moving). The server then validates the movement (i.e. prevent exploits)
@loganhunt3074
@loganhunt3074 6 жыл бұрын
How would you handle this system if there were multiple people in a server? I understand that what you have is based purely for singleplayer games but what would you do to change it so that different viewports would be able to view and update npcs within any of these viewports.
@weirdthings9583
@weirdthings9583 Жыл бұрын
May I ask why you are not just using 'NPC.Humanoid:MoveTo(Goal.Position)? Is it for performence? That is my only guess.
@catgirlinspace
@catgirlinspace 6 жыл бұрын
How are you checking if the NPC is within the viewport?
@sleitnick1
@sleitnick1 6 жыл бұрын
At the beginning of this video, look at line 182 and 183
@catgirlinspace
@catgirlinspace 6 жыл бұрын
ROBLOXcrazyman32 So there is a use for that function. I always thought that the WorldToViewPoint function was useless.
@shokobata
@shokobata 6 жыл бұрын
So basically u are just rendering and calculating npcs that are on screen
@sleitnick1
@sleitnick1 6 жыл бұрын
Pretty much. Every NPC is having its new position updated and such, but not actually applied until that position is on screen
@shokobata
@shokobata 6 жыл бұрын
ROBLOXcrazyman32 OK thank you I should try something like that
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