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Mar 10, 2016 at 22:18 answer added Steven Lambert timeline score: 1
Mar 8, 2016 at 9:03 comment added Apolo I had this idea from some dev blogs about minecraft (which has an exceptionnaly modular world with lots of entities)
Mar 8, 2016 at 9:02 comment added Apolo Chunks are also a big help to reduce the number of entities tested in a lot of algorithms that need to discover the close environment of an entity (like collision or pathfinding)
Mar 8, 2016 at 8:59 comment added Apolo Not tested but I have something in mind: imagine 3 areas around player (from closest to farthest) : Render zone (what is drawn), Living zone (what is getting cpu time and stored in memory), Dead zone (what is stored on storage). I handle this with chunks (I need to find an efficient size for chunks), every chunk is attached to one of these area (may vary when player move)
Mar 7, 2016 at 19:13 comment added Nathan K Have you actually tested anything? Modern computers are quite powerful...
Mar 2, 2016 at 15:39 review Close votes
Mar 2, 2016 at 16:17
Mar 2, 2016 at 15:28 comment added Vaillancourt Start small, and see how you can make it grow, and improve what needs to be improved after inspecting and profiling.
Mar 2, 2016 at 15:27 comment added Vaillancourt You should design your game for your target device. It may not make sense to have 1000+ entities to manage at once for a platform that would in any case not support it.
Mar 2, 2016 at 14:55 history asked Apolo CC BY-SA 3.0