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Darren New <dne### [at] san rr com> wrote:
> How does one normally handle this? I would think it might be best to cycle
> through (say) three sets of nearby AI, evaluating a third of the AIs and
> taking up the whole amount of time. It's not like real humans don't have a
> 60ms delay in their reaction times. :-)
Yeah, I suppose the game doesn't need to execute the AI routines for
every single AI entity in the entire game at each frame, but each entity
could indeed get its turn eg. each 10th frame or so (the in-between frames
are simply linearly interpolated, if the action it's performing needs to
be continuous).
However, it can still get pretty complicated, especially when the number
of AI entities grows. Think about a real-time strategy game with armies
consisting of thousands of individual soldiers...
--
- Warp
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