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Not sure if here you are meaning a data treatment of let's say, many variable not sorted one by one, but as mass, more or less parametrized.

So i need you to clarify, are you taking about flock instancing :)?

I think you already know, so this is meant more for external readers, pretend you have do manage a crowd, well a crowd is made of many entities, called instances, if any of them has individual AI, the program must sort them one by one before even builind the next frame, so there are multiple process, as any of these individual entity is a process the program needs to manages, and this eats cpu cycles in a geometrical progression.

This is cathegorized as non gaming, so I may assume you might be even talking about client instance managing on databases, and the example can be, having to update millions of fields by logical attribution, without needing to sort them one by one.

Ok, forgive me if i will go on with gaming examples, and talk about flocking, with flocking you can manage a huge group of entities in a single (or few) process, now our crowd is dinamically generated via parameters, the program will create only the people withing your sight, using just a big crowd AI (sadly not so unrealistic, as we are very keen to "flock" our brain into the mass when in crowd), that will react to the environments. The position of any member of the crowd will no more be explicit but implicit, if the crowd will move in a direction, the crowd entity will move accordingly, the crowd density will determine where each individual will be generated, more or less close each other, there also is the crowd extension. And only the people within your view will be individually drawn in a specific location.

I'll cut it short my elementary explanations to the point of interest, the disavantages:

The main are, the major risks of incoherence, indetermination and inaccuracy, roughly. In a word, genericness. About the crowd, there can easily be an inconsistency with the people generated in your view and those outside your view, this especially happens in games where it's often more the graphical result and the impressiveness of a big crowd managed without frame lagging, than the substance.

Flocking is also used in CGI scene for famous wide open field battles, optimized to be fought in a pretty much flat and devoid of obstacles environment :D.

Cause interation of the crowd entity with obstacles can be managed, but it's problem you have to confront with.

Now about client account updates, well let's say, the "age" can be flocked to progress every day, without a need for the servers to individually update them, using just the subtraction function, everytime the instance is requested.

The same can be done for cathegory updating, maybe by updating grops of fields with clauses and condition given determined criterias.

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