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[General] Maximum number of units that can be in map ?

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Dr Super Good

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Units do not make lag unless they cause such poor performance the frame rate drops below 15 where stuff becomes unresponsive.

1. Pathing blockers should not consume any resources at all as they should only alter the pathing map (if blizzard implimented them correctly).
2. WC3 only updates mini move pathing once per internal frame per player so giving 1 player a lot of units (especially if they have large collision) will result in very bad movement patterns (described as stop start movement chains).

If you are making an RPG, consider only creating the units when a player is potentially able to fight them. There is no need to have every boss on the map at the start of the map if each one needs the player to go through a dungeon. Instead you can create them if and when a player starts going through the dungeon.

This can be viewed as a more efficient loading model and is used in most commercial games to keep the amount of resources needed down.

An example in real life is in Diablo II, where the dungeons are generated as you enter a floor but the creatures populating them only when you get near to rooms.
 
Level 4
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108
Units do not make lag unless they cause such poor performance the frame rate drops below 15 where stuff becomes unresponsive.

1. Pathing blockers should not consume any resources at all as they should only alter the pathing map (if blizzard implimented them correctly).
2. WC3 only updates mini move pathing once per internal frame per player so giving 1 player a lot of units (especially if they have large collision) will result in very bad movement patterns (described as stop start movement chains).

If you are making an RPG, consider only creating the units when a player is potentially able to fight them. There is no need to have every boss on the map at the start of the map if each one needs the player to go through a dungeon. Instead you can create them if and when a player starts going through the dungeon.

This can be viewed as a more efficient loading model and is used in most commercial games to keep the amount of resources needed down.

An example in real life is in Diablo II, where the dungeons are generated as you enter a floor but the creatures populating them only when you get near to rooms.

bad news for you dude. diablo 2 is a game :(

well, its not rpg. units will be random and so, normal players wont have more than 50 unit anyway(including summons, buildings, everything...) but there is well... "creep" race they will attack and die. so what im asking is how many monsters can be controlled by creep race at same time ? lets say users have "average" computer.
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,207
200 moving units because WC3's pathing system is a piece of junk and only makes 1 mini move per internal game frame. Mini moves end once it reaches the mini move desternation or if the unit collides with something (pathing blockers placed since the mini move was issued or another unit).

If you move an army of 200 units which have noticable collision, they will constantly interrupt their mini moves by colliding into each other resulting in extreemly poor movement performance (only ever a few units moving at a time and each unit moving for a fraction of a second).

If all unit to unit collision is removed, 200 units are able to move at the same time for the same player as then the mini moves issued are long enough to keep a reasonable flow. Maps like SWAT aftermath do this (low collision) to allow for the hundreds of zombies to move fluidly.

Consider more players if you want a lot of zombies (SWAT aftermath also shares the zombies over 2 players to assure fluid movement).
 
Level 4
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200 moving units because WC3's pathing system is a piece of junk and only makes 1 mini move per internal game frame. Mini moves end once it reaches the mini move desternation or if the unit collides with something (pathing blockers placed since the mini move was issued or another unit).

If you move an army of 200 units which have noticable collision, they will constantly interrupt their mini moves by colliding into each other resulting in extreemly poor movement performance (only ever a few units moving at a time and each unit moving for a fraction of a second).

If all unit to unit collision is removed, 200 units are able to move at the same time for the same player as then the mini moves issued are long enough to keep a reasonable flow. Maps like SWAT aftermath do this (low collision) to allow for the hundreds of zombies to move fluidly.

Consider more players if you want a lot of zombies (SWAT aftermath also shares the zombies over 2 players to assure fluid movement).
it will be okay to have 400 creep with acqu. range 99999 one is enemy npc and one is neutral hostile then ?
 
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