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10 AI's vs 10 AI's
Brand new game dev. I'm trying to get a feeling for the capabilities of unity. Lets say a game has 2 players, each on their opposing team. Is it possible to have 20 AI battling as well without making it laggy for the average gamer? I'm not asking for the help to create this, just info on the strain this would put on the pc, if any at all. Would it make most lag?
Thank you for reading my ramble, all answers appreciated.
Thanks for the answers, both great and a little frightening. What I had in $$anonymous$$d was $$anonymous$$ount and Blade type game, only with 10 vs 10 units. Some types of orders like "Shieldwall" or stuff like that. I know I'm nowhere near actually making this, but knowing its possible would be a great drive for me.
some quick advice, you could use a basic chaser script, and just animate the ai's to comply like they are sword fighting when they are really just standing next to eachother
and btw i wpould pick and answer so this will no longer appear in the unanswered list
Answer by Aug749 · Jul 24, 2013 at 12:27 PM
It depends on the type of battling you have going on, if its like a simple chaser OR shooter script, You can have the AI's set to go after one another (or teams with the players also) and do damage to each other. You would need to set damage tags so you could only do damage to the other team, if you want that. I feel that this wouldn't be too crazy laggy as long as you had most of your options set to Static. I have not created any games with more than one player so i wish luck to you, people have created online FPS games with unity that don't lag an inch. For what you ask as long as you look up some great tips to keep the CPU down you'll be fine man. Have a great day!
Answer by Trey3Stone · Jul 24, 2013 at 12:29 PM
It would entirely depend on the complexity of your AI and how often your AI is updated. Simpler tasks such as moving in a straight line to the nearest enemy (which is redetermined only every several frames) could be quite easily scaled to a 10 vs. 10 battle.
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