Hey guys,
I’m in the middle of making my game that takes on the general structure of a 2d overhead MMORPG. I am at the point where I need to be coding with larger scale in mind. The thing is, I’m not really sure if what I am doing is considered efficient. Here is where I am at, and here are my questions:
Currently I have a small test environment I made with Tiled. Within the environment I make a player controlled object, and an enemy object that roams randomly while in dosile state, and chases the player if the player approaches within range.
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At the moment I have the enemy object constantly calculating the distance between enemy and player. If the player comes within range, the enemy attacks. Is this how a MMORPG is typically built? My concern is that if I have over 5000 enemy’s on one very large instance of a MMORPG map which constantly calculates it’s distance to each player object, won’t that slow down efficiency and put strain on each players computer?
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If a player is within the game, is their computer effectively trying to account memory for each monster on the entire map, even if it’s outside of the players visible range?
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When generating player and enemy objects with libgdx, I’m simply creating the objects and calling batch.draw on them. Is this an effective way of generating players and monsters?
Best,
Void