This week just a short post about the user testing I’ve been conducting. I’ve sent the game to a number of people who have been reporting any bugs they’ve found back to me. So far I was aware of all the bugs sent to me and have a plan in place to sort each one. The main take away from the testing is the performance limit.
My laptop can simulate 100 BOIDs before a significant frame rate drop. Initially I assumed this was just the limit of processor but this limit appears to be universal on different hardware.
After some back of the napkin calculations I worked out that the number of calculations per frame increases at a factor of:
f(x) = x2 – x
…where x is equal to the number of BOIDs. This is because each BOID is collecting vector information on every other BOID. Which means there’s no way round this.
However I have noticed the simulation doesn’t take full advantage of all the cores on mine and other testers processors. Which has lead to me researching the data orientated tech stack, or DOTS in Unity. It would allow the simulation to run on multiple threads and therefore utilise all a processors cores. Rather than using game objects DOTS keeps track of entities and pieces of data. Here’s a tech demo of DOTS being used to simulate a futuristic city in Unity:
After reading the documentation it is clear DOTS is perfect for this type of application, but though super cool far exceeds this projects scope. If I where to implement DOTS it would require rewriting most of my object oriented code with new syntax I’m unfamiliar with. If the project had set out to use DOTS from the beginning it might have been possible but with the due date in a months time and with the development portfolio and video still to make I don’t have the time.
Come to terms with the fact that without DOTS the simulation will probably be limited to 100 fish 😥 . Continue bug fixing and user testing. Implement the music and UI elements I talked about last week.