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So yes, the complexity of guest fluid dynamics of Planet Coaster is pretty advanced.

Wow, didn't know that ;)

So many folks complain that PC's peep-herding isn't "deep" enough and constantly request features they think will add "depth".  But the game is actually quite deep and what they're really looking for is added "width" which are all merely ways for the player to have less money without adding any gameplay value.  If folks don't want as much money, they can reduce prices and/or not have the park open 24-hours/day.  Same result in the end without Frontier wasting time on adding another useless "width" feature instead of, for example, making more rides.

The whole crime system is a case in point.  The ONLY result of turning on crime is that it increases your overhead.  You have to hire some guards and install a bunch of cameras.  But with enough cameras, you have no crime, so the net result is simply the player having less money than the same park would generate with crime turned off.  It adds not 1 iota to the player's experience. 




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Some of you may or may not know this, but some theme park design firms (including the one i work for per me haha)  have literally used the game's guest flow simulation programming to estimate and study walkway capacities for internal proof of concept. While a real landscape architect is used to determine the actual requirements and such, its important early in conceptual master planning to really understand guest movement, especially when determining what attractions and shops to place where in a park/land. The game provides a pretty elaborate and, most importantly, QUICK way to study.

So yes, the complexity of guest fluid dynamics of Planet Coaster is pretty advanced.
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So far, a whole 7 members have voted and we have a 3 way tie. Come on people, have some community spirit and participate! Also, I've set the poll so Guests may also vote. So SGW guests and lurkers, help out our apathetic members and cast your vote! :laughing_skull:
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So if I have say 4000 individual single peeps that aren't part of a group, that will use more CPU power than if I have 4000 peeps that are in groups (say 1000 groups with 4 peeps in each group)?  In other words, the amount of CPU power is determined by the number of peep groups, not the number of total peeps?

To some extent.  As I understand things, all peeps are in "groups" which can range in size from 1-6.  IOW, no matter how many peeps are in a group, all groups run the same basic AI routines.  However, if there are 2-6 peeps in the group, the AI routine has to poll all the group members to arrive at a consensus decision.  Thus, the AI workload still increases with the total number of peeps, although having multiple peeps in 1 group reduces the total number of separate AI threads running.

See, all peeps spawn with randomized starting physical needs, even if they're in the same group.  And in families, which always contain adults and kids and sometimes a teen or 2 as well, these needs accrue at different rates.  The bottom line is that within each multi-peep group, some peeps will be hungrier, thirstier, and more in need of a restroom than others.  So the AI has to average all that out to come up with the single probability of satisfying one of those needs instead of going on a ride.  The only thing that's uniform for all peeps in a group is their fear/nausea tolerance.

BTW, the fact that all peeps start with different amounts of hunger, thirst, and bladder, and that these accrue at different rates even within the same peep (thirst is faster than hunger, for example) means that peeps almost never are simultaneously hungry, thirsty, and in need of a rest.  This means that concentrating all your food and drink stores in 1 big food court or restaurant setting is a bad idea in practice, even if it's realistic construction.  Such food courts can satisfy all needs but peeps will usually only have 1 need that's critical when they enter.  Say they're hungry.  So they go in, buy food, and leave, probably to go on a ride.  But before they get there, they get thirsty.  Now they have to turn around and walk back to the food court and buy a drink.  Then they leave again, only this time they have to take a leak, so back to the food court.  The result is peeps wasting a lot of time walking and not going on rides, so they aren't as happy as they should be and you don't make as much money.

I find it's generally better to spread things out in park "areas".  An "area" to me is a chunk of the park that has a major ride, several flats, a transport station, and the standard batch of physical needs shops (1 food, 2 drink, 1 restroom).  The entrances to all these attractions are reasonably close together, then there's a bit of path connecting to the adjacent area(s).   Within each area, you can have the needs shops all side-by-side, or spread them out, it doesn't really matter, but don't put in many more needs shops than this.  And you have 1 such cluster in each other "area".  This prevents the problems of centralized food courts.
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Each peep group has its own separate AI thread that needs CPU time.

So if I have say 4000 individual single peeps that aren't part of a group, that will use more CPU power than if I have 4000 peeps that are in groups (say 1000 groups with 4 peeps in each group)?  In other words, the amount of CPU power is determined by the number of peep groups, not the number of total peeps?
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Wow. Thanks Forgath. *bows in return*. I'm glad you're enjoying the presentation.
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Planet Coaster Blueprints / Re: Free Photo when you Buy a Hat
« Last post by Tillietwos on Yesterday at 12:43 PM »
Why thank you Bullethead.  You know me, always need a little humor :)
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Planet Coaster Parks / Re: Euro Reptarland
« Last post by Bullethead on Yesterday at 10:24 AM »
Definitely looks good!

I myself am working on a pagoda where the stories get smaller as you go up so I know the sort of problems you've got here.  Fortunately for me, it's a Nepali pagoda so the roofs are all flat, no up-turned corners.  Thus, I'm able to use the Frontier roof "cap" pieces for the entire thing, no custom roof required.  I am, however, having to build a bunch of custom walls as, from the top down, the walls of the various stories are 2m, 3m, 4m, 5m, and 6m wide ;).
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Planet Coaster Blueprints / Re: Free Photo when you Buy a Hat
« Last post by Bullethead on Yesterday at 10:17 AM »
Heheh, very cute ;)  Love the speech balloons and the scarecrow photographer  :laughing_skull:
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@ Rehair:  Somewhere in the tutorials section is a piece I did called "Peep Demographics:  Meet Your Average Customer".  I think the obsolete one on food preferences is there somewhere, too.  Also over at the official forums.  You might take a look for them as they go into more details.

But yes, peeps are always making decisions, which is why PC is such a CPU-heavy game and why FPS plummets once you get a lot of peeps.  Each peep group has its own separate AI thread that needs CPU time.

@Cap396:
I don't have it all figured out :).  But I have studied it more than most folks.  I think it's fascinating to watch AIs do their thing and I enjoy experimenting with them.

The main thing I don't know much about is what all the food "extras" do.  They all actually have an effect on peeps, they're not just cosmetic, so you have to be careful with them.  In fact, different types of food and drink by themselves also have side-effects on peeps besides satisfying the main hunger or thirst need.  There's a really complex interplay with all these things.

The baseline system is that peeps have physical needs for food, drink, restrooms, energy, and health.  Food, drink, and restroom needs increase over time with thirst typically running twice as fast as hunger and bladder (although teen hunger increases faster than adult or family, and family bladder increases faster than adult and tean.  Energy need increases the more the peep walks but goes down if the peep is on a ride, standing in queue, or sitting on a bench.  Health need only increases when the peep is exposed to high-nausea rides.  It goes down by itself over time, or if the peep pukes, or when the peep goes in a 1st aid.

Some food and drink, and/or their "extras" will satisfy more than 1 need and/or impact the rate at which other needs accrue.  For instance, coffee (except decaf) and Gulpee Energy both satisfy the energy need a lot and the thirst a little, and also add to the bladder need so the peep will need to use the restroom sooner.  Because energy is available for free throughout the park from benches, peeps will use benches way more often than they'll buy coffee or energy drinks.  Those coffee and energy drinks never sell very much unless you don't have many benches in the area.

Other examples are if you put fruit chunks in juice or slush, these will satisfy all the thirst and also some of the hunger, so peeps are less likely to buy food for a while.  Spicy/gassy foods and/or spicy "extras" on bland food will increase the impact of ride nausea on peep health, making them more likely to puke.  All food and drink consumption increases the need for restrooms but water by itself does so especially.  Peeps even comment on "wow, that water went straight to my bladder" or some such.
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