RestInPieces
New member
-Yes there are always ways to optimize but engine mattersAs a relatively old player of the game (have been playing it since the single digit alphas - don't even remember which one anymore) - dude do you even read before you respond? I know it's not doable in highpoly. It has nothing to do with Unity. It's entirely doable with sprites batching within Unity, just like how it has been doable within 2D era engines with 3D terrain and sprites.https://docs.unity3d.com/Manual/DrawCallBatching.html
And here's an example of pathfinding of 100000 objects in Unity without even writing your own pathfinding algorithm:
-7D is obviously not low poly
-They definitely won't use sprites for zombies and they shouldn't tbh
-Can't batch draw calls on high poly with models with multiple materials (like you said)
-The experiment in the video is isolated - nothing else burdens the cpu
-PC specs that can handle the zombies can't be on the high-end or TFP severely reduce their target audience
-Minimizing draw calls to lessen cpu burden doesn't solve everything - gpu still has to process mesh vertices
-Cpu still has to process physics like colliders, raycasts etc for each zombie, Unity's weakest point is probably the physics engine. I think the cpu should be the game's main bottleneck atm.
So these links don't mean much for this game at least, since they seem to not be able to add many more zombies at their target specs I guess. It is possible in the future though, if they optimize the game more or maybe rewrite some of their code for ECS.
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