curl-6 said:
Flee/follow is still an AI routine, animation is still done, physics still come into play when over a hundred can be sucked up and thrown around by tornadoes.
It shows its not just "a triple core Wii CPU" as the myth goes.
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flee/follow is the absolute simplest AI routine ever, to the point where it's not even really considered AI, it's actually just considered a proximity trigger.
once the animation data is in memory it can be pulled any number of times with little impact in cpu as long as the animation set is the same (woohoo, it is).
Physics only come in to play when an enemy switches from dormant to active, when an area skill is used any enemies caught in it are switched to non-combative and play the same animation at different points in the loop.
From a game developers perspective, it's really not that impressive, and cannot (and should not) be used to gauge a consoles power, now if you have multiple enemy types (10+), all interacting with each other, and the player at once, all actively set to combative, active, then sure you can say it's a good indicator of cpu, or gpu compute.
but it doesnt, not at any point, the largest number of unique enemies it has in an active area at any point is 4.
Enemy collision boxes consist of a 10 sided central split box, the bare minimum, these collision boxes are not active when mobs are moving (a mob enemy can walk through another enemy while not active), when hit with a large skill or knockback effect, their simplistic collision box shows itself painfully.