How would 9 Kings perform on GDevelop?

So I was thinking to make 9 Kings clone (just for myself)

Basically it’s a simple game, but since the game uses exponential growth, when you reach late rounds there can be more than one 1 million soldiers on the screen, where every soldier is a separate object with his own stats, skills etc.

Even 9 Kings starts lagging in the late rounds so I wonder how would be GDevelop performance here, what are the limits, would this game run on this engine?

it depends havely on your project structure, and it depends on the way you do stuff such they behaviors, they stats, how many variables they have, how those variables are defined/changed and so on and so forth. is too much stuff to think about.

i see as completely possible to handle that much objects

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If we talk about a one million of animated objects on the screen, it’s definitely gonna impact on performance. First reason is they are animated (a lot of animated sprites on the screen will take too much vram, so it will start lagging), second reason is logic, applied to each of these objects on the screen (in some type of games you can disable logic for objects that are far from the camera, but according to your screenshot, they’ll are on the screen, so such optimization will be useless), the third thing is optimization, which is the thing you will need to really work on with such amount of objects.
P.s.
Your question reminded me of Vampire Survivors, which also get a lot of objects on the screen. The creator of Vampire Survivors told that he originally tried to make this game in phaser js (the framework that use JavaScript and Gdevelop also use JavaScript), and he failed cause he came across serious performance issues, so he had to change the engine where he was able to optimise the game.)

Why not make a simple test project that spawns a million sprites?

Thank you for your response

Thats a good idea, I will test it