I have many agents running and have recently been switching from my own custom behavior tree to Behavior Designer. In my previous solution, I simply limited the amount of behaviors that would update per frame, and the simulator would just loop through them over multiple frames until it got to the end, this way I never had to worry about performance. I have been able to discover here:
that the system doesn't run async, so I am wondering if there's a realistic way I can just hold decision calcs till a new frame renders. Thanks!
Is Behavior Designer multi-threaded?
Hi, In my game I have over 50 enemies at the same time. I was using Third Person Controller for the player and enemies, but I have changed heavily the reliance on locomotion controller for the enemies and I have optimized animation using Mesh Animator and the resulting performance is...
www.opsive.com
that the system doesn't run async, so I am wondering if there's a realistic way I can just hold decision calcs till a new frame renders. Thanks!