Game Development Community

How many characters on screen can Torque manage.

by Dean Avanti · in Torque Game Engine Advanced · 04/06/2007 (6:40 am) · 5 replies

How many characters on screen can Torque manage.

Can it do what this can --

FPS creator X10
I notice its directx 10 version uses instances for character models, you can have like 50 characters on screen at once

Web site and demo.
http://www.fpscreatorx10.com/

See at 3.20
http://www.youtube.com/watch?v=YQ3VhbyPLbo

Longer video talking about the tech see 7.40, 100 characters on screen.
http://www.youtube.com/watch?v=5BqbBPJmKws
It also enable subtle differences in characters but it counts as one instance.

Can we do that with Torque, have like 30 or more monsters on screen at once.
For fps creator x10 you need a high spec graphics card and vista, that cuts the audience down at present, I want to have lots of characters on screen at once, Torque is nice, but can it handle lots of characters on screen.

#1
04/06/2007 (7:08 am)
I've seen this question here before. Basically you can have as many character models as you want, it all depends on their poly count and so on. Some one may correct me on this, but I'm pretty sure this question was asked before and this was the correct answer to the question.
#2
04/06/2007 (7:32 am)
Hey Dean,

If you want to quickly test this for yourself, using the current TGEA demo, do this:

Type / paste the following into the console (press "'" or "~" to enter the console)
newNPCOrc(OrcAnimation, 1);
That will add one new player into the scene. Press the up arrow to bring the command into the console again and repeat the procedure until you have however many players you want in there.
#3
04/06/2007 (7:32 am)
Say 3000 polys per character, spec of computer say mid range average computer user, say athlon 2.6 gig graphic card say 1 year old graphic card.

thanks for the tip, ill test that now.
it chugged a bit with like 20 orcs on screen, can I get a fps on screen.
#4
04/07/2007 (1:08 am)
Type
metrics(fps);
into the console to display the FPS.
#5
04/07/2007 (2:27 am)
TGEA has batched rendering, as well. In the end the level of details are what will save or kill your frame rate. The space orc in the demo is something like 5500 polygons I believe, and has just one level of detail.