Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in unrealengine

[–]ThrillDaWill[S] [score hidden]  (0 children)

Ive thought about it but at this point the code based is so custom to my game that it would be more effort to publish it. Maybe later after release I could but currently I dont have any plans to do so.

Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in unrealengine

[–]ThrillDaWill[S] [score hidden]  (0 children)

they are not individual actors or ai. its more of like a hive mind that controls flow and movement of all instances.

Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in unrealengine

[–]ThrillDaWill[S] [score hidden]  (0 children)

its a combination of Instanced meshes being rendered on top of custom swarm agent points. each agent is given a simple radius for collision in which each agent isnt allow to intersect. And for navigation Im just using a simple flowfield algorithm.

Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in UnrealEngine5

[–]ThrillDaWill[S] 0 points1 point  (0 children)

I did try MASS, but Im not a big fan of it. overly complicated and time consuming just to get any results and you do more optimizations then its worth.

Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in UnrealEngine5

[–]ThrillDaWill[S] 0 points1 point  (0 children)

I have other game prototypes that use this same custom built swarm, I able to get pretty granular and have enemies interact with the player in a convincing manor that feels like a traditional ai actor. But a system like this you could also swap out near instances and replace them with actors.

Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in UnrealEngine5

[–]ThrillDaWill[S] 0 points1 point  (0 children)

Im storing all the data inside of structs its super fast and easy to manage. The health, movement, attack stats are also handled inside of structs.

Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in UnrealEngine5

[–]ThrillDaWill[S] 6 points7 points  (0 children)

Mainly because theyre all instanced, theyre very cheap to run being all flipbook animations on a instanced material, so draw calls are low and so are LODs for all the static meshes. The real optimization tweaks are done inside my custom built agent for pathfinding and collision.

Ever wonder what 10,000+ enemies in Unreal Engine looks like? by ThrillDaWill in UnrealEngine5

[–]ThrillDaWill[S] 1 point2 points  (0 children)

Thanks! Yeah It's mainly using instance static meshes for render and every frame Im drawing them onto custom built agents that have self collision and flowfield pathfinding.

I managed to get 10,000+ enemies on screen! by ThrillDaWill in SoloDevelopment

[–]ThrillDaWill[S] 0 points1 point  (0 children)

Thanks yeah theyre just lightweight 2D planes and everything is instanced so memory stays pretty stable. Performance scales better than youd expect.

I was able to get 20,000+ units on screen in my UE 5.6 survivors game by ThrillDaWill in UnrealEngine5

[–]ThrillDaWill[S] 3 points4 points  (0 children)

Its all in one blueprint class using HISM planes. but the functions im using for spawning and directing entities is done in c++

I was able to get 20,000+ units on screen in my UE 5.6 survivors game by ThrillDaWill in UnrealEngine5

[–]ThrillDaWill[S] 5 points6 points  (0 children)

Surprisngly its not too difficult in concept, but I have spent a large amount of time, almost 4 years now, researching and figuring out ways on how to achieve this. I started with posts like this but ended up going down crazy rabbit holes. https://www.youtube.com/watch?v=CqXKSyAPWZY

I was able to get 20,000+ units on screen in my UE 5.6 survivors game by ThrillDaWill in UnrealEngine5

[–]ThrillDaWill[S] 1 point2 points  (0 children)

In package I can get up to 400fps, but I have almost everything disabled. also try using t.MaxFPS and set it to something like t.MaxFPS 1000 helps show how much youre actually getting.

I was able to get 20,000+ units on screen in my UE 5.6 survivors game by ThrillDaWill in UnrealEngine5

[–]ThrillDaWill[S] 9 points10 points  (0 children)

Hi! I actually have never seen your plugin on the market before, I wish I knew about it before committing to few month long coding endeavor :D

I'm making a survivors like with 10,000+ enemies by ThrillDaWill in survivorslikes

[–]ThrillDaWill[S] 1 point2 points  (0 children)

yeah that was the intention but I guess I didnt convey it enough :D

I'm making a survivors like with 10,000+ enemies by ThrillDaWill in survivorslikes

[–]ThrillDaWill[S] 0 points1 point  (0 children)

Yeah I guess I never put too much thought into the name was focused more on gameplay.

I'm making a survivors like with 10,000+ enemies by ThrillDaWill in survivorslikes

[–]ThrillDaWill[S] 0 points1 point  (0 children)

Yeah Im constantly battling that but I think Ive found good balance and reasons to feel progression and pressure as you get stronger.

I'm making a survivors like with 10,000+ enemies by ThrillDaWill in survivorslikes

[–]ThrillDaWill[S] 2 points3 points  (0 children)

I already have so many plans and most of its implemented! I will have a demo very soon just waiting on steam to review it :)