So sorry about the delayed response.
I felt that I had to research more what you guys kindly explained to me before
I can make a proper response.
As for the fps drop, judging by the sounds, the fps drops even when I am
looking at a wall, and not at them. Furthermore, the time consumption of the
BotAI, and the GFX stay the same whether I am looking at them or at a wall.
________________________________
From: "m...@rq3.com" <m...@rq3.com>
To: Yasir I. Al-Dosary - zgzg2020â„¢ <yasiraldos...@yahoo.com>; Primary
ioquake3 Discussion/Development list <ioquake3@lists.ioquake.org>
Sent: Saturday, June 4, 2011 2:10 PM
Subject: Re: [ioquake3] Several Bot Questions, but mainly Why does the
Game become Choppy in a 63 bots match?
Is the fps drop when all bots are onscreen or when you're in a corner of a
map not looking at them? At even 1000 tris per bot, that's quite a bit of
geometry when the Q3 renderer starts choking, fps-wise, at like 45k tris.
> Hi,
> To simplify my email here, I will write the background of what I've been
> trying to do, and what my goal(s) are.
> Because the frame rate becomes quite choppy at 63 bots, I've been trying
> to see how much does AI consume from the overall processing power.
>
> At first, I thought that the AI main entry point function was
> BotAIStartFrame() found in vmMain(). So, I measured how much time is spent
> at the BotAIStartFrame() function by simply placing a time stamp right
> before that function and one right after it and taking the difference,
> under the following condition:
> 63 Bots, map q3dm1, measurement time frame 5 seconds. I start
measurement
> when sv.state == SS_GAME (Game has started)
> I am using QueryPerformanceCounter() for time measurement.
>
> After measuring, it turned out that BotAIStartFrame() only needs 0.156
> seconds!
> However, what I was wondering is that if the AI only needs less than %5 of
> the overall processing time.
> Question One: how come the frame rate drops so badly when the number of
> bots are increased?
> Question Two: since the frame rate drops drastically, who is consuming the
> most out of the processing power instead?
> 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?
>
> 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!
>
> 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?
>
> 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?
>
> 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?
>
> Thank you for reading through this long email, and, I appreciate any help
> offered! I welcome even keywords! ;)
> Best regards,
> Yasir
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