@oliver, yes some random pan and tilt. all entity vertical positions can be updated by a button, if terrain deforms afterwards.

just made some performance tests with 480 units pathfinding in 20 groups, utilizing pro features: terrain cache (lod currently results in ugly terrain self shadows), bone animation, and sprite instancing. terrain resolution is also lowered now. no magic speed, just acceptable results, now I can avoid using static lightmaps. and with some further character and group code optimization it will be a bit better.

high settings for future pc-s (I get around 17-23 fps depending on camera view):

lower settings for current pc-s (I get 25-35 fps depending on camera view):


Free world editor for 3D Gamestudio: MapBuilder Editor