Quake3 Engine Entity Limit

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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fontana
Posts: 1
Joined: Wed Feb 11, 2015 12:35 am

Quake3 Engine Entity Limit

Post by fontana »

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?
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: Quake3 Engine Entity Limit

Post by themuffinman »

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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mrd
Posts: 4289
Joined: Sat Mar 25, 2000 8:00 am

Re: Quake3 Engine Entity Limit

Post by mrd »

Maybe I am a shmuck, but why did Carmack use bitwise ops there? Why not just #define MAX_GENTITIES 1024?
themuffinman
Posts: 384
Joined: Fri Mar 05, 2010 5:29 pm

Re: Quake3 Engine Entity Limit

Post by themuffinman »

Because GENTITYNUM_BITS is also used...
https://github.com/ioquake/ioq3/blob/ma ... mmon/msg.c
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mrd
Posts: 4289
Joined: Sat Mar 25, 2000 8:00 am

Re: Quake3 Engine Entity Limit

Post by mrd »

Alright, I'm a shmuck. Thanks
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