Sins Limits
Published on Tuesday, September 8, 2009 By Blair Fraser In Sins Developer Journals
We have no idea why, but support has recently been bombarded by requests for the limits of various systems in the Iron Engine. Thus, I have taken the time to compile a list of as many as a I could within my breakfast and lunch timeframe. I will add more as requested as this is certainly not comprehensive. I hope it helps ![]()
enum { MaxNumWeaponBanks = 4 };
enum { MAX_NUM_MESHES = 400 };
enum { MAX_NUM_FILE_TEXTURES = 1000 };
enum { MAX_NUM_FILE_CUBE_TEXTURES = 10 };
enum { MAX_SOUNDDATA = 2000 };
enum { MAX_SOUNDIDS_PER_TYPE = 6 };
static const int MAXNUMALTERNATES = 4; //sound alternates
enum { MAX_NUM_ICONS = 2000 };
enum { MaxNumSegments = 20 }; //exhaust trails
enum { MaxNumTrails = 4 }; //exhaust trails
struct MaxNumLinearPathEffects{enum {Value = 1000};};
struct MaxNumBeamEffects{enum {Value = 1000};};
struct MaxNumAttachedWeaponFireEffects{enum {Value = 2000};};
struct MaxNumAttachedWeaponHitEffects{enum {Value = 2000};};
struct MaxNumAttachedWeaponCriticalEffects{enum {Value = 200};};
struct MaxNumAttachedPersistentDamageEffects{enum {Value = 200};};
struct MaxNumAttachedBuffEffects{enum {Value = 1000};};
struct MaxNumAttachedExhaustEffects{enum {Value = 1000};};
struct MaxNumAttachedExplosionEffects{enum {Value = 200};};
struct MaxNumShieldEffects{enum {Value = 1000};};
struct MaxNumMissileEffects{enum {Value = 1000};};
struct MaxNumTrailEffects{enum {Value = 250};};
enum { MAX_NUM_PARTICLES = 6000 };
enum { MAX_NUM_PARTICLE_SIMULATIONS = 2000 };
enum { MAX_NUM_EMITTERS_PER_SIMULATION = 10 };
enum { MAX_NUM_AFFECTORS_PER_SIMULATION = 15 };
enum { MAX_NUM_RESEARCH_TIERS = 8 };
enum { MAX_NUM_RESEARCH_TRACK_SIZE = 8 };
enum { MAX_NUM_BUFF_LEVELS = 3 };
enum { MAX_NUM_EXPERIENCE_LEVELS = 10 };
enum { CapitalShipMaxFlairEffectCount = 10 };
enum { FrigateMaxFlairEffectCount = 10 };
enum { PlanetModuleOrbitMaxFlairEffectCount = 10 };
enum { StarBaseMaxFlairEffectCount = 25 };
enum { CannonShellMaxFlairEffectCount = 1 };
enum { StarMaxFlairEffectCount = 1 };
enum { PlanetMaxFlairEffectCount = 10 };
enum { SpaceMineMaxFlairEffectCount = 1 };
enum {MaxNumWeapons = 3};
enum {MaxWeaponPointCount = 20}; //per weapon per bank (so 3 * 4 * 20 = 240 total)
enum {MaxNumPersistentDamageEffectDefinitions = 6};
enum {MaxBuffEffectMeshPointsPerAttachPoint = 25};
enum {MaxStageCount = 10}; (Starbase Upgrades)
enum {MaxStageCount = 10}; (Planet Upgrades)
enum{MaxNumAbilities = 5};
enum{MaxBombEffectPointCount = 10};
enum{MaxNumBuffInstantActions = 5};
enum{MaxNumBuffPeriodicActions = 2};
enum{MaxMeshNames = 12};
enum{MaxNumSpecificDebris = 2};
enum{MaxNumPersistentDamageEffectsPerDef = 10};
enum{MaxNumSquadTypes = 4};
enum{MaxNumHangarPoints = 10};
enum{MaxSkyboxMeshNames = 10};
enum{MaxNumUpgrades = 9}; //starbase upgrades
enum{MaxSpawnShipsRandomEntityCount = 5};
enum{MaxNormalPlayerCount = 10};
enum{MaxAvailablePlayerColorCount = MaxNormalPlayerCount};
enum{MaxFleetSubjectLevels = 9};
enum{MaxPlanetAsteroidCount = 500};
enum{MaxTextures = 4}; //dust clouds
enum{MaxParticlesPerTexture = 200}; //dust clouds
enum{MaxNumFarStarPointGroups = 3};
enum{MaxNumFarStarPoints = 40};
enum{MaxNumHalos = 10};
enum{MaxNumPlanetElevatorConnections = 5};
enum{MaxNumClusters = 50}; //planet elevators
enum{MaxNumElevators = MaxNumClusters * NumElevatorsPerCluster};
enum{MaxNumStars = 50}; //background stars
enum{MaxNumStarTextures = 10}; //background stars
enum{MaxNumExhaustPoints = 10}; //exhaust trails
enum{MaxNumEffects = 200}; //exhaust trails
enum{MaxNumUniqueTextures = 2}; //exhaust trails
enum{MaxSubExplosionCount = 12};
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