Hey speaking of AI War, you guys have done some fantastic engine optimizations to your newer titles (especially when hosting multiplayer, netcoding, and such), and it would be amazing to see those ported to AI War in the next expansion.
Oh, goodness -- AI War's multiplayer is by far the best we have in many respects. It's a strategy game multiplayer model, though, so it's not suitable for action games. Our action game multiplayer is actually substantially less evolved, although it works in many ways. Still, AI War really couldn't work any other way in multiplayer than it does now. It's blindingly efficient, to be honest -- no other strategy game has to contend with 1/10th of the data a big AI War game does. Most don't contend with 1/100th, even.
I mentioned this in another thread as well, but AI War begins to lag, even on the best computers (mine is rated 7.7 out of 7.9 on Microsoft's Performance Scale), when less than 1,000 units are on the same planet. From what I understand this is pure processing power because each unit is trying to make its own decisions and with so many units doing that, it completely bogs down the system.
While I understand the intention for this design mechanic, what 1 fighter does, is really not that much different than what 50 fighters do; it won't make that much impact on the game if they all just made their decisions together, instead of trying to do it individually.
Actually, it would utterly break the entire game in terms of the AI that you love. The AI is based around essentially flocking mechanics, and if you try to direct a flock as a whole it's no longer a flock. And all the personality just vanishes. We've been plugging away at efficiency improvements for years on AI War, and it's easily our most-tuned game ever. It just has an incredible amount of computations per second to run (millions or hundreds of millions, depending). None of our other games have remotely the same requirements, nor does any other strategy game I've ever seen. But each year we've made some strides in AI War's internal efficiency.
So what I'm saying is that I feel like we could redesign some of the game mechanics and port some of the engine improvements you guys have made over the years, and bring AI War's performance to a whole new level for the next expansion.
Well, basically to get what you're after, we'd have to make it not AI War anymore. That's really not something I ever want to do. Computers are getting faster all the time anyhow, not that that's really an excuse. But we have many options where you can play with smaller unit counts or a lower granularity of unit movements and so forth if you want to essentially have an AI War style of game with better performance on existing machines. Those sorts of things have all been done and there's nothing else that we can really think of to do at this time.
Trying to split short-term targeting data onto its own thread is something we've considered, but it's so much data to transfer back and forth that that quickly becomes untenable. We know this because we do have a secondary thread for the AI's higher-functions (all the really hard-crunching math, versus stuff that boils down closer to instinct). And we have to significantly throttle the data transfer to that thread, or else bad things happen. If we throttled the more instinctual level of data in that fashion, you'd see ships flying past each other without taking shots, or not noticing in a timely fashion when something bad happens or when they should take an immediate action, etc.
Basically, the design parameters that make AI War what it is are extremely constraining when it comes to things of that nature, and while I won't claim we've exhausted every last possibility, we've implemented or eliminated everything we have ever thought of. I don't want to make AI War not AI War anymore (boy THAT would go over well), so our focus is to improve on what it is (which I think is great, for the record), and then to not ever do anything with those sort of hands-tying constraints again if we can help it.
I'm really proud of your guy's work so far, I can't wait to see what else you have in store.
Thanks for that!