I have an open world in which various types of animals roam the landscape. I am creating AI behaviour whereby the animals feed, procreate, hunt, etc. Players can domesticate certain animal types and I have a whole system for animal husbandry.
Spawning/despawning animals based on player proximity will defeat what I’m going for with the game. Behaviour is somewhat procedural based on the needs of the animal at any given time. The AI animals are essentially playing their own survival game, and can thrive or die depending on the situations they encounter.
I didn’t say I needed 1000+ AI in the map, I was just outlining the benchmarking I’ve been playing with to see what the engine is capable of.
To be honest, I’ve been amazed by the number of AI the engine can support without any noticeable performance hit. I’ve implemented my own navigation system, which doesn’t rely on a nav mesh. This was required as players can build bases, so animals can negotiate terrain around player-placed structures.
I was simply curious about what is happening in the native cpp and seeing how far I could push it if I needed to.