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curl-6 said:

And you don't process one movement for dozens, (or even hundreds) of enemies moving differently.

Enemy movement is just vector positioning data with a fixed animation routine playing at a certain frame.

If you think that every individual enemy is being individually managed in realtime, with full physics, motion, effects, hit detection and so on running, you're in for a bad time.

And as has been stated by others, when more user-controlled characters are ingame at once, the performance gets extremely choppy.

If the computation was as big of a deal as you believe it to be, adding a single character extra would not cause such a massive performance hit, in actual fact what is causing the performance hit is that the engines having to force more of the enemies to be active at the same time, i.e. actually using CPU time as apposed to being dormant drones.

All evidence points to this being true.