I was hoping to make a really simplistic strategy game, from directly above- point of view to avoid any real 3D needs. It would use really simple minion units and have buildings, nothing too fancy. I was hoping to make it in a way that there are bases, from where a constant stream of minions are attacking the other team, meaning that there would be a need for a mass of minion objects. I tried to find information about active object limits and found a figure of 20 000. However, I tested a game with 2000 active objects and it began to be slower, frame rate dropping.
Is there any known limit to how many active objects a game can have before it becomes so slow it's more or less unplayable to any player with average PC:es? The "20 000 active object limit" I keep finding is useless if the game actually can't handle even 2000+ without getting so slow it looks bad.
Does "attaching" things like health bar or collision detection circles to individual instances of the minion object add to the loss of game speed? Would the 20 000 or even 2000+ mass of objects be reasonable, if I find a way to keep minions as simple, on their own- objects without anything "hanging on to them"? It would mean a lot more work, but it'd be better than nothing.
(And I do not mean I made 2000 individual, different active objects. Most of them are identical minion objects, "instances of the same object", if I understand that term correctly.)
Sorry for the long post or if this matter is already answered elsewhere and I just didn't see it. Let me know if I accidentally made something wrong by posting this question.
EDIT: I also want to mention, that my version of Fusion 2.5 is Steam version, Developer addition activated.