What changed
0 fixes2 additions3 changes0 removals
- Maps
- Performance
- Server
- Gameplay
- Compatibility
addedThe technical part is tied to some recent development in the Unity engine, the Data Oriented Tech Stack, or DOTS for short. It’s a new framework that enables a whole different level of performance in the Unity game engine. It’s still in a very early stage and not a complete or polished system and thus not recommended yet. But we took the leap.
changedSo the idea of this was born out of a fascination of what one could do with this tech, we thought “how many enemies can we have?”. So we investigated that idea and came to some sort of answer. First of all, if we just simulate the behavior we can have tens of thousands of them at the same time. It might get a bit limited by how many we can render, but if we put some constraints on the way we render these enemies, a modern GPU should have no problem with tens of thousands.
changedAfter that we need to consider the network, how many can we possibly synchronize between different clients? Without going into the specifics, with some clever specially made synchronization techniques that really only works with the kind of visually simple enemy we have, we can have about 4000 enemies present at the same time. That quantity is quite straining on the whole system, primarily on the host's CPU and Internet connection, but it is certainly possible.
addedWe will probably not push it quite that far though, even with the powerful weapons the player has, 2000 is overwhelming enough. It’s hard to even appreciate that many at the same time, or in other words, we don’t think the player will notice the difference between 3000 and 4000 for example. With this we are seeking to pull the player between two different feelings. One of excess power with the weapons that enabled them to destroy hundreds of enemies per second when utilized properly. And the other one a feeling of being overwhelmed by the massive number of enemies on screen.
changedAnd once again, don't forget to sign up for our beta! www.Knackelibang.com
Just Read The Instructions changes
addedThe technical part is tied to some recent development in the Unity engine, the Data Oriented Tech Stack, or DOTS for short. It’s a new framework that enables a whole different level of performance in the Unity game engine. It’s still in a very early stage and not a complete or polished system and thus not recommended yet. But we took the leap.
changedSo the idea of this was born out of a fascination of what one could do with this tech, we thought “how many enemies can we have?”. So we investigated that idea and came to some sort of answer. First of all, if we just simulate the behavior we can have tens of thousands of them at the same time. It might get a bit limited by how many we can render, but if we put some constraints on the way we render these enemies, a modern GPU should have no problem with tens of thousands.
changedAfter that we need to consider the network, how many can we possibly synchronize between different clients? Without going into the specifics, with some clever specially made synchronization techniques that really only works with the kind of visually simple enemy we have, we can have about 4000 enemies present at the same time. That quantity is quite straining on the whole system, primarily on the host's CPU and Internet connection, but it is certainly possible.
addedWe will probably not push it quite that far though, even with the powerful weapons the player has, 2000 is overwhelming enough. It’s hard to even appreciate that many at the same time, or in other words, we don’t think the player will notice the difference between 3000 and 4000 for example. With this we are seeking to pull the player between two different feelings. One of excess power with the weapons that enabled them to destroy hundreds of enemies per second when utilized properly. And the other one a feeling of being overwhelmed by the massive number of enemies on screen.
changedAnd once again, don't forget to sign up for our beta! www.Knackelibang.com
A big focus for this game is crawlers, and we are proud of the technical solutions we have developed to enable the sheer quantity of crawlers we can have on screen at the same time. And the reason for this focus is two fold, technical and honestly the “rule of cool”.
One crawler in action
The technical part is tied to some recent development in the Unity engine, the Data Oriented Tech Stack, or DOTS for short. It’s a new framework that enables a whole different level of performance in the Unity game engine. It’s still in a very early stage and not a complete or polished system and thus not recommended yet. But we took the leap.
So the idea of this was born out of a fascination of what one could do with this tech, we thought “how many enemies can we have?”. So we investigated that idea and came to some sort of answer. First of all, if we just simulate the behavior we can have tens of thousands of them at the same time. It might get a bit limited by how many we can render, but if we put some constraints on the way we render these enemies, a modern GPU should have no problem with tens of thousands.
After that we need to consider the network, how many can we possibly synchronize between different clients? Without going into the specifics, with some clever specially made synchronization techniques that really only works with the kind of visually simple enemy we have, we can have about 4000 enemies present at the same time. That quantity is quite straining on the whole system, primarily on the host's CPU and Internet connection, but it is certainly possible.
We will probably not push it quite that far though, even with the powerful weapons the player has, 2000 is overwhelming enough. It’s hard to even appreciate that many at the same time, or in other words, we don’t think the player will notice the difference between 3000 and 4000 for example. With this we are seeking to pull the player between two different feelings. One of excess power with the weapons that enabled them to destroy hundreds of enemies per second when utilized properly. And the other one a feeling of being overwhelmed by the massive number of enemies on screen.
We think this is quite an interesting dilemma, and we hope that other players will enjoy it as much as we do!
Below is a scene with a bit over 2000 crawlers.
And once again, don't forget to sign up for our beta! www.Knackelibang.com
/ The Knackelibang Team