100k units in multiplayer. Custom DX12 rendering pipeline in UE4, custom netcode, pathfinding, movement. 1500 bytes/sec (1.5KB) of bandwidth. Deterministic lockstep P2P of the floating-point variety. Animation handled via compute shaders, pathfinding and movement are on the CPU.
Here are my settings to speed Visual Studio and in particular IntelliSense up for C++ development. They should make working with C++ in large codebases more responsive and faster (I’m using them with the Unreal Engine 4 source build). Note: Automatic Precompiled Header Cache Quota is the amount of space you let VS use up […]