Racer traffic is like AI cars but with a little more flexible routes, as they use waypoints instead of splines they aren't limited to the track itself. It's still running the full physics simulation for each, so you only get about 5 without major framerate slowdown (since the CPU spends more and more time on physics - on my PC it's about 7% of a CPU per car)
One thing other games do to fight this is only run AIs near the player, and another is only do full-physics if the player runs into them (otherwise just run them on rails) but I dunno if Ruud has plans to facilitate either of these.
It'd be possible to script warping AI cars around so they're continually within sight of the player but still wouldn't exactly create dense traffic.
One thing other games do to fight this is only run AIs near the player, and another is only do full-physics if the player runs into them (otherwise just run them on rails) but I dunno if Ruud has plans to facilitate either of these.
It'd be possible to script warping AI cars around so they're continually within sight of the player but still wouldn't exactly create dense traffic.