Comment by monkeyelite
3 months ago
> Quake struggled with the number of objects even in its days.
Because of memory bandwidth of Iterating the entities? No way. Every other part - rendering, culling, network updates, etc is far worse.
Let’s restate. In 1998 this got you 1024 entities at 60 FPS. The entire array could no fit in L2 cache of a modern desktop.
And I already advised a simple change to improve memory layout.
> Quake 1 updated the world state at 10 ticks per secondo
That’s not a constraint in Quake 3 - which has the same architecture. So it’s not relevant.
> users' expectations have increased too
Your game is more complex than quake 3? In what regard?
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