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That hugely depends on how often you tick your BTs, whether you use physics or not, how complicated your scenes are. You'll probably hit performance limitations with several hundred, mostly due to nodes and physics. To be able to run thousands in real-time, you have to use physics-lite systems, very light on nodes, and with some data-based approach such as entity component system. Don't think LimboAI is particularly good solution here. But there is a good way to find out if it fits your bill -- build a prototype. |
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Hi,
I'm curious, i'm new and i have a question about the limit or threshold for Limboai.
What is the limitations ?
For example, can i have a village with thousands (or maybe more ? 50 000 ?) of villagers (each one with a BT) ?
If not : what are the alternatives ?
(like several BT managing groups of similar villagers)
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