|
|
|
|
|
by SotCodeLaureate
1411 days ago
|
|
> at least tens of thousands of simulated AI agents Are you planning on displaying all/most of them every frame, or just to control that many of them, then draw those nearby/visible? If it's the former (but how exactly?) then perhaps Vk is the way to go, if the latter, then it's hard to see how Vulkan vs OpenGL is all that relevant here. |
|
The AI for the flying enemies isn’t going to be too complex, it will probably going to be some variation of boid simulation. However I still expect this to be computationally intensive, particularly when it comes to querying nearby entities and terrain. I am expecting some of the expensive geometric querying can be moved to the GPU via compute shaders.
The reason for using Vulkan instead of OpenGL was more of a pragmatic one: I’ve heard that OpenGL drivers can be hilariously bad on Windows, when it comes to both conformance and performance. Vulkan seems to be better in that respect, since both Nvidia and Amd has incentive to develop decent enough Vulkan drivers since some high-profile AAA games use it. Also, it is a pain in the ass to debug issues in OpenGL, and Vulkan is at least better than that.