Ruari O'Sullivan wrote:
Does this include logical entities? Natural Selection was bumping up
against the 1024 entity limit in HL1, and now with larger maps, map
scripting through logical entities and potentially much higher player
limits, I could see some problems.

-randomnine-

My experience on half-life its 0 (zero, nada, null) , but I suspect can be something like this:


The absolute limit of entitys with model and flames will be 2048. That the maximun value the netcode can encode to send over the net. Values big than this will generate assert failures all over the gamelogic, and will send error values (overflows) so the clients will unconnect or bad stuff will happend. Its dificult to change netcode, so this value will not change this year, I think.

Will be a interesting experience to spawn 3000 headcrabs and check how
and what crash.

You can have more than the absolute limit of entitys. You can have
infinite no of entitys, if the server are not aware of that entitys. But
I dont know how to code that. Maybe you can have arrays, instead of full
entitys, to store waypoints, etc... You dont need full entitys for
"logical" stuff. Having real entitys for "logical" stuff its a waste, but
can be handy ;D

Another experiment can be to remove all gamelogic caps to MAX_EDICTS and
spawn 2040 waypoints (no model) then spawn 100 headcrabs. I suspect the
engine will have the MAX_EDICTS cap hardcoded, but If its not caped, and
the netcode its magic, you will see 100 headcrabs and you will have 2140
entitys. If you continue spawning headcrabs, say you spawn 3000 more
headcrabs, the clients WILL unconnect.

I asume hl2 use the client/server architecture for everything, even on
localhost singleplayer. So netcode protocolos limits work on
singleplayer. Sadly enough, I suspect shorcuts to avoid protocol on
singleplayer are hard to write. So singleplayer will suffer from
multiplayer limits and slownness.



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