Unreal Engine虚幻游戏引擎素材资源 Unreal Engine Marketplace –World Director NPC v4.25 大小解压后:72M
世界总监NPC插件非常适合创建世界上同时有许多棋子的游戏。你可以模拟一个由数千个棋子组成的世界。可以创建整个人口稠密的城市。该插件易于使用。
世界导演NPC插件是创建游戏的理想选择,在这个游戏中,世界上同时有许多棋子。你的兵的级别,他们的位置,规模,旋转将永远保留,以及他们将永远移动,即使你非常远,这创造了一个模拟的生活世界。你可以模拟成千上万的棋子。你可以创造一个完整的人口城市。这个插件很容易使用。
这是一个用于优化大量NPC位置的综合系统。世界导演NPC是创造任何规模的开放世界游戏的完美人选。如果你的角色来了或者离开了棋子应该在的地方,你将不再需要考虑繁殖角色和移除棋子。如果你在角色附近生兵并离开这个地方,兵会继续移动,不会影响FPS。在我采用AMD 2700X处理器的系统上,我以120+FPS的速度完成了200000+棋子。当角色回到同一个位置时,棋子以相同的特征(生命值,等级)回到世界。).
现在我将解释它是如何工作的。该系统分为4个优化级别,可同时实现最佳FPS性能。
级别1 -如果棋子在摄影机的视野之外,其所有组件和骨骼网格将从渲染中禁用,并应用一组优化措施,如动画播放和滴答速率。
二级-如果棋子离角色的距离比你在世界导演NPC插件中设置的距离远,则不推荐使用该棋子,但保留其所有设置。在这个级别,这个棋子是计算它在世界上的位置,以及找到一条路走。搜索将在您完全随机设置的半径范围内进行。所有的计算都基于你的导航网格。卒也将绕过墙壁和障碍。
第三级-如果棋子在第三级的边界更远的地方。为了优化,同时行走棋子的数量进一步减少。
四级-在这一级,棋子停止移动,但仍然继续存在。如果你的角色越来越近,棋子到了3级就开始移动。
而在2.3.4级,兵不能按照行为树行动,但还是能走。
2.3.4级的隐藏棋子的所有计算都使用多线程来实现更好的FPS。
免责声明:不要忘记这只是一个优化工具,你需要明白你为什么需要它。例如,如果你的所有演员都在同一点或者彼此非常接近,那么他们都将在同一个框架中,这意味着他们都必须工作并执行你的代码,不会有优化。
技术细节
特点:
该系统分为4个优化级别,可同时实现最佳FPS性能。
在第1级,如果棋子在摄影机的视野之外,其所有组件和骨骼网格都会从渲染中禁用,并且会应用一组优化措施,如动画播放和滴答速率。而在2.3.4级,兵不能按照行为树行动,但还是能走。
大规模NPC优化
在我采用AMD 2700X处理器的系统上,我以120+FPS的速度完成了200000+棋子。
2.3.4级的隐藏棋子的所有计算都使用多线程来实现更好的FPS。
如果棋子在摄影机的视野之外,则其所有组件和骨骼网格都将从渲染中禁用。
不需要C ++知识
这个插件很容易使用。
代码模块:
ADirectorNPC(类型:运行时)
UNpcDataComponent(类型:运行时)
蓝图数量:3
C++类的数量:2
网络复制:否
支持的开发平台:Win64
支持的目标构建平台:Win64
重要/附加说明:世界导演NPC -专业与多人。
标签
城市生活AIPERFORMANCESIMULATIONNPC优化AI优化blueprintsanimalindustriespeopleomizationcodefpsnpcmulti线程
The World Director NPC plugin is ideal for creating games where there are many pawns in the world at the same time. The level of your pawns, their location, scale, the rotation will always be preserved, as well as they will always move, even if you are very far away, which creates a simulation of the living world. You can simulate a whole world of thousands of pawns. You can create an entire populated city. The plugin is easy to use.
This is a comprehensive system for optimizing a large number of NPCs in locations. World Director NPC is perfect for creating open-world games of any size. You will no longer have to think about spawning characters and removing pawns if your character has come or gone from the place where the pawns should be. If you spawn pawns near the character and leave this place, the pawns continue to move and they do not affect the FPS. On my system with an AMD 2700X processor, I achieved 200000+ pawns at 120+FPS. When the character returns to the same location, the pawns return to the world with the same characteristics (health, level.).
Now I’ll explain how it works. The system is divided into 4 optimization levels that work simultaneously for the best FPS performance.
Level 1 – if the pawn is out of the camera’s view, all its components and skeletal meshes are disabled from the render, and a set of optimization measures is applied, such as animation playback and tick rate.
Level 2 – if the pawn is further away from the character than you set in the settings of The World Director NPC plugin, it is deprecated while retaining all its settings. At this level, this pawn is calculated for its position in the world, as well as finding a way to walk. The search takes place in the radius you set completely randomly. All calculations are based on your Navigation Mesh. Pawns will also bypass walls and obstacles.
Level 3 – If the pawn is even further away, on the border of level 3. the number of simultaneously walking pawns is further reduced for optimization.
Level 4 – at this level, the pawn stops moving, but still continues to exist. And if your character gets closer, the pawn gets to level 3 and starts moving.
While at level 2.3.4, pawns can’t act according to the Behavior Tree, but they can still walk.
All calculations for hidden pawns at level 2.3.4 occur using multithreading for better FPS.
Disclaimer: don’t forget this is just an optimization tool and you need to understand why you need it. For example, if all your actors are at the same point or very close to each other, then they will all be in the same frame, which means they all have to work and execute your code and there will be no optimization.
技术细节
Features:
The system is divided into 4 optimization levels that work simultaneously for the best FPS performance.
At level 1 if the pawn is out of the camera’s view, all its components and skeletal meshes are disabled from the render, and a set of optimization measures is applied, such as animation playback and tick rate. While at level 2.3.4, pawns can’t act according to the Behavior Tree, but they can still walk.
Massive NPC optimization
On my system with an AMD 2700X processor, I achieved 200000+ pawns at 120+FPS.
All calculations for hidden pawns at level 2.3.4 occur using multithreading for better FPS.
If the pawn is out of the camera’s view, all its components and skeletal meshes are disabled from the render.
Doesn’t require knowledge of C ++
The plugin is easy to use.
Code Modules:
ADirectorNPC(Type: Runtime)
UNpcDataComponent(Type: Runtime)
Number of Blueprints: 3
Number of C++ Classes: 2
Network Replicated: No
Supported Development Platforms: Win64
Supported Target Build Platforms: Win64
Documentation: Documentation, Discord
Example Project: Included
Important/Additional Notes: World Director NPC – PRO with multiplayer.
标签
CITY LIFEAIPERFORMANCESIMULATIONNPC OPTIMIZATIONAI OPTIMIZATIONBLUEPRINTSANIMALINDUSTRIESPEOPLEOPTIMIZATIONCODEFPSNPCMULTI THREAD
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