This is, from what I understand, is each zombie doesn't think on it's own.

In current Source, any npc_* creates it's own NPC, using it's own logic,
thinking on it's own. However, in L4D, all the zombies are just "effects' of
a puppet master, who uses the zombie models as fingers. He thinks for them,
recieves damage for each "finger", and generates responses. Therefor, not
each one things, but one central unit thinks, and gives individual
responses.

Think a hive mind. :)

On Sat, Dec 6, 2008 at 9:14 AM, Gustavo Ramos Lira <[EMAIL PROTECTED]>wrote:

> Hmm I see. Meaning all the AI would eat up the processor right?
> I can only think of 2 solutions:
>    -Have less NPCs on the scene at each time, and keep spawning them
> (but that won't give the "epic" feel I'd like it to have);
>    -Have scripted characters that don't really have to think, but that
> will probably make it look "fake";
> I am intrigued though, because Left 4 Dead has a lot of NPCs on scene at
> a time, and that doesn't seem to have any effect on how the game behaves
> (that is, doesn't cause slow downs or anything). Any suggestions?
>
> Olly escreveu:
> > Its probably more of a problem because of the AI logic rather than
> actually
> > rendering lots of entities.
> >
> > 2008/12/6 Gustavo Ramos Lira <[EMAIL PROTECTED]>
> >
> >
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