Deadwoodx
(Deadwoodx)
January 2, 2022, 8:32am
#1
I made a tycoon, hotel tycoon, and npcs come and go, the thing is, there r over a 100 npc
I saw a game called theme park tycoon 2, those npc’s are cool, animated and no lag at all
How do I make one npc like that?
And I heard humanoids are costly, they need alot of disk space and ram on your device
2 Likes
regexman
(reg)
January 2, 2022, 1:03pm
#2
I’m guessing they used some sort of custom humanoids then?
Sorry if this sounds stupid.
1 Like
Dev_ZG
(Dev_ZG)
January 2, 2022, 5:14pm
#3
I am pretty sure that the ones that theme park tycoon use are not models but scripted npcs so scripts with create the npc then delete it and it goes in a cycle I might be very very wrong but I just guessed it and it also makes sense why there is no lag
1 Like
Theme park tycoon most likley have already created npc templates and use math.random to spawn them. They use pathfinding to go around and what not.
1 Like
Cbrrah
(Cbrah)
January 2, 2022, 7:47pm
#5
I would suggest you use the Pathfinding Service .
As for the animations you can create custom animations for the character and assign it to the walking/running animation.
Hope this helps!
Deadwoodx
(Deadwoodx)
January 3, 2022, 7:18am
#6
wth uh I made an npc, and it works too, and you know they all work, they are moving too, but the thing is, the npc are made from humanoids, too many customers ( too many npcs) can affect client performance
And I want to replicate this game on a much grander scale, with over 5k to 10k humanoids, this will affect all the players performance including server
So I would like to know if there is a good way for making npc, not about making the npc system
Deadwoodx
(Deadwoodx)
January 3, 2022, 7:19am
#7
Yes, I am asking how to make a npc template
Cbrrah
(Cbrah)
January 3, 2022, 11:06pm
#8
Ahhh, I see, sorry I was misunderstanding. Rather than making a new humanoid, maybe try using LODs to increase proformance.
We’re excited to announce Level of Detail (LoD) for meshes. You can now choose to render MeshParts at different resolutions depending on the distance from the camera. There are 3 levels of detail: the original mesh and 2 automatically-generated lower-resolution levels, each with about half as many triangles as the next level up. Resolutions switch from high to medium at 250 studs from the camera, and from medium to low at 500 studs.
To activate mesh LoD, set the RenderFidelity property of the M…
Hello Developers,
As some may have already noticed, we released a new property Workspace.ClientAnimatorThrottling.
This feature enables under-the-hood performance improvements via LoD and requires no other changes other than enabling it. With this you can see a higher FPS for minimal visual quality change.
Rollout Plan
Starting Today
Workspace property ClientAnimatorThrottling is opt-in by default and only affects animators on the client.
Some animation artifacts can be expected (far off c…
Hope this helps!