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Topic Starter Topic: Quake3 Engine Entity Limit

Recruit
Recruit
Joined: 10 Feb 2015
Posts: 1
PostPosted: 02-10-2015 09:57 PM           Profile Send private message  E-mail  Edit post Reply with quote


I know that the current limit is about 1024 entities.
What i'd like to know is, how much entities could a mod (entity+) handle?
Would it be possible to bump it up to 4096 or even 8192?




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Theftbot
Theftbot
Joined: 07 Oct 2009
Posts: 483
PostPosted: 02-10-2015 11:09 PM           Profile Send private message  E-mail  Edit post Reply with quote





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Insane Quaker
Insane Quaker
Joined: 05 Mar 2010
Posts: 384
PostPosted: 02-11-2015 12:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


The limit is used both in the engine and the game logic:

../qcommon/q_shared.h wrote:
#define GENTITYNUM_BITS 10
#define MAX_GENTITIES (1<<GENTITYNUM_BITS)


With 1<<GENTITYNUM_BITS being equal to 2^10 = 1024. You'd have to make both a customized engine build along with its own game mod. So no, Ent+ wouldn't be able to do that.




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Elite
Elite
Joined: 25 Mar 2000
Posts: 10054
PostPosted: 02-11-2015 09:46 PM           Profile Send private message  E-mail  Edit post Reply with quote


Maybe I am a shmuck, but why did Carmack use bitwise ops there? Why not just #define MAX_GENTITIES 1024?




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Insane Quaker
Insane Quaker
Joined: 05 Mar 2010
Posts: 384
PostPosted: 02-20-2015 09:23 AM           Profile Send private message  E-mail  Edit post Reply with quote


Because GENTITYNUM_BITS is also used...
https://github.com/ioquake/ioq3/blob/ma ... mmon/msg.c




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Elite
Elite
Joined: 25 Mar 2000
Posts: 10054
PostPosted: 02-20-2015 05:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


Alright, I'm a shmuck. Thanks




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