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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?