over 7 years ago - Numantian Games - Direct link
Hi!
Our engine actually can move up to 30K units on a icore7 processor. The engine is programmed with c# over microsoft .Net. It is heavily optimized and scaless very well the performance over multiple cores. Take in mind that the trailer scenes are real gameplay scenes moved by our engine in real time while the same computer was recording the video and encoding it in x264 and in 4K resolution!
about 7 years ago - Numantian Games - Direct link
Hi!
The problem with the OSX and Linux versions is not just the compatibility with Mono platform, but also getting the same performance as the .NET version. The game is heavily optimized and multithread and we know by our experience with LoX that Mono is much slower in that regard compared to .NET. Said that, after releasing the game on PC, we will work on those platforms, trying to get a decent performance, but we cannot promise anything despite of we would love to release it in OSX and Linux as soon as possible.
about 7 years ago - Numantian Games - Direct link
It depends on many factors. For example, c++ assemblies are precompiled to a specific architecture while .NET assemblies are compiled dynamically to adapt the code to the current architecture so it can use specific instruction sets and optimizations. Also the flexibility of C# allow us to create very complex and optimized systems that in c++ would be much more difficult and more vulnerable to errors (memory leaks...). Nevertheless our physics library is compiled in c++ so we use the best of both worlds :)
about 7 years ago - Numantian Games - Direct link
Hi, it scales even in our best computer with 12 cores :)

Nevertheless the scaling is not perfect as some part of the code has to be "linear" (GPU drawing, critical sections...) but the parallel part scales perfectly (AI, Pathfinding, game logic...).