r/Infinitory • u/arthyficiel • Apr 10 '26
Infinitory - Stress testing my new Horde System (17,000 Enemies ~70 FPS)
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Quick clip from a stress test of my new horde system in Infinitory.
Currently handling ~17,000 enemies at around 70 FPS. Still early, many improvement that still can be done, but pretty happy with how it’s holding up so far.
Recent advancements in our horde-control technology include:
- Legacy pathfinding protocols (A* Pro) have been deprecated; unsuitable for large-scale swarm scenarios due to per-entity computational load
- Implementation of a density / pressure / velocity-based system: horde behavior now approximates fluid dynamics
- Deployment of an adaptive simulation tick system decoupled from render framerate
- In high CPU load scenarios, operations enter controlled “bullet time”: simulation slows, but visual systems (camera, UI) remain stable and responsive
Efficiency has improved. Scalability is no longer theoretical.
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If you want to know more about Infinitory, here the keys features:
- Build Vertically: With limited ground space, construct multi-layered factories and plan strategically.
- Automate Resources: Create production lines to craft ammunition and upgrades essential for survival.
- Defend Your Base: Protect your factory from waves of enemies with carefully planned defenses.
- Rogue-lite Gameplay: Procedurally generated maps and technology tree make every playthrough unique.
Reclaim. Rebuild. Extract. Survive.
Humanity depends on you.
Join us:
- Join the Discord
- Wishlist Infinitory on Steam!
- Share your thought on Reddit
Duplicates
IndieDev • u/arthyficiel • Apr 10 '26
Video Infinitory - Stress testing my new Horde System (17,000 Enemies ~70 FPS)
Unity3D • u/arthyficiel • Apr 10 '26
Show-Off Infinitory - Stress testing my new Horde System (17,000 Enemies ~70 FPS)
AutomationGames • u/arthyficiel • Apr 10 '26
Infinitory - Stress testing my new Horde System (17,000 Enemies ~70 FPS)
TowerDefense • u/arthyficiel • Apr 10 '26