Hello Otlanders.
Im trying to figure out how does an OT handle lot of players without risk the CPU consumption when many monsters are dealing with path calculation to a target.
The basic thing understandable is:
Well, thats the basic things to set the monster logic...
Now... the point is... how does the engine deal with it?
Does it iterate all the monsters existing in the game map or just the client sends something to the server telling about a monster is next to a target and should start dealing with path calculation?
If the case is the first one, iterating the whole monster list existing in the game world, does the TFS use different CPU threads to avoid bottlenecks?
Sorry if the explanation is hard to understand, i tried my best.
Any tips to decrease CPU usage with that heavy stuff( A* algo) is appreciated.
Thanks! <3
Im trying to figure out how does an OT handle lot of players without risk the CPU consumption when many monsters are dealing with path calculation to a target.
The basic thing understandable is:
- Z position which is related to the floor where the target it.
- The target inside of protection zone(monster logic should avoid to calculate a path to him).
- The minimum and maximum range vision that the monster is allowed to see a target in that given range or stop following it if its far.
Well, thats the basic things to set the monster logic...
Now... the point is... how does the engine deal with it?
Does it iterate all the monsters existing in the game map or just the client sends something to the server telling about a monster is next to a target and should start dealing with path calculation?
If the case is the first one, iterating the whole monster list existing in the game world, does the TFS use different CPU threads to avoid bottlenecks?
Sorry if the explanation is hard to understand, i tried my best.
Any tips to decrease CPU usage with that heavy stuff( A* algo) is appreciated.
Thanks! <3