World Director NPC – PRO 4.27 世界导演NPC -专业插件是理想的创造游戏,其中有许多棋子在世界上同时进行。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。现在有了多人游戏。
世界导演NPC专业插件是理想的创造游戏,其中有许多棋子在世界上同时进行。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专业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职业插件中设置的距离远,则不推荐使用,但保留所有设置。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。

现在有了多人游戏。所有的计算都发生在服务器端!

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。
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。
保存和加载系统
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。
这个插件很容易使用。
代码模块:

AWorldDirectorNpcPRO(类型:运行时)
UNpcDataProComponent(类型:运行时)
蓝图数量:3

C++类的数量:2

网络复制:是

支持的开发平台:Win64

支持的目标构建平台:Win64

The World Director NPC PRO 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 PRO 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 PRO 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.

Now with multiplayer. All calculations take place on the server-side!

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.
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.
Save and Load System
If the pawn is out of the camera’s view, all its components and skeletal meshes are disabled from the render.
The plugin is easy to use.
Code Modules:

AWorldDirectorNpcPRO(Type: Runtime)
UNpcDataProComponent(Type: Runtime)
Number of Blueprints: 3

Number of C++ Classes: 2

Network Replicated: Yes

Supported Development Platforms: Win64

Supported Target Build Platforms: Win64

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