On Fri, Jun 3, 2011 at 08:09, Yasir I. Al-Dosary - zgzg2020™ <yasiraldos...@yahoo.com> wrote: > Question One: how come the frame rate drops so badly when the number of bots > are increased?
What monk said. Most likely candidate is the (lack of) fill rate. `gprof` will help you profile that. > Question Two: since the frame rate drops drastically, who is consuming the > most out of the processing power instead? See above. > Question(s) Three: I keep reading everywhere that the Engine is limited to > 64 clients. Is it impossible to increase that number? If not, has anyone > ever tried increasing it before? No (not impossible) and yes. It's not without some difficulties because that 64 client limit is hard-coded in a lot of places. > I have done a similar test with Half-Life2's SourceSDK, and found that the > AI uses %67 from the overall processing power in a 100+ bot scenario! HL2's AI is way more advanced than Q3A's. > So, I continued my search through out the code thinking that I might have > picked the wrong location to measure in. As I was doing that, I found a > function that I wasn't sure what it did, ClientThink()(ClientThink_real()). > In Half-Life2-SourceSDK, "Think" means AI. > I felt that I had to read The Quake III Arena Bot by Mr. van Waveren > thoroughly, so I can understand how things work better. It answered many > questions I had. But still, I couldn't find any reference to the term > "Think", hence, nor where does "Think" fall within the layers of the Bot's > AI. > Question Four: What does "Think" mean in Quake? The *Think functions are single-shot or repeating timer callbacks. Rockets for example have a single-shot callback that blows up the missile 15 seconds after it's fired. > I have one more issue that I still can't fully understand. Based on the > Documentation, AAS is the Bot's input. And, Basic Actions are the Bot's > output. And, Basic Actions are something close to a State Machine. > Question Five(s): When do the Bot's "Actions" get executed- or where? I am > guessing that they aren't done inside BotAIStartFrame(), no? BotAIStartFrame is the starting point but a fair amount is done inside the engine. Search for trap_BotLib* functions in the SDK and their counterparts in the engine. > In Mr. van Waveren Bot Documentation there is a reference to the Bot's AI > runs at a 10Hz. > I wanted to increase that frequency. But, I couldn't find it. > * Does anyone know where is that frequency allocated? I think it depends on both the value of sv_fps and com_dedicated and the counters in BotAIStartFrame (thinktime?). _______________________________________________ ioquake3 mailing list ioquake3@lists.ioquake.org http://lists.ioquake.org/listinfo.cgi/ioquake3-ioquake.org By sending this message I agree to love ioquake3 and libsdl.