- Edited
Let me think more on how to actually implement all of this, would this be similar to object pooling? I have the villagers wondering about as 'background characters' almost until they're interacted with through whatever action the player takes? I think just because of the nature of this game it will probably be a performance hit no matter what I do. If for instance the player decides, yeah I'm going to set the whole village on fire the villagers will need to be interacted with as I have panicking animations and so on as well, lots to consider.
Maybe have the villagers object pool at a certain distance like with the occlusion culling to ease off the rendering? No sense wasting processing power on something very far away the player can't interact with anyway. Just thinking about what I could do to implement this relatively quickly.