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MU Online Engine limitations.

Newbie Spellweaver
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MU Online is not a new game. It was released over 12 years ago, since then many things changed in game development. As you probably know, games old as MU often have certain limitations, like triscount/polygon limit or objects limitation, but does MU have any? Knowledge like this should be useful in designing and managing new MU projects. (render engine limitations especially) If you know any, post it here :):!
 
Junior Spellweaver
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MU Online is not a new game. It was released over 12 years ago, since then many things changed in game development. As you probably know, games old as MU often have certain limitations, like triscount/polygon limit or objects limitation, but does MU have any? Knowledge like this should be useful in designing and managing new MU projects. (render engine limitations especially) If you know any, post it here :):!

you're pretty limited here. there's a limit of 32767 verts per model (based on file format, which is an int16)
I don't know much about newer versions tho, might have changed... but on these older versions, the limit is what I've said.

Texture names also have a limit of 31 characters.

Objects on a map have a limit of 65535 (uint16) objects (I don't know if this is shared with dynamic objects (players, npcs, monsters, effects)

And the rendering engine is a complete poop.
Every vertice is a a different opengl call... that's why the game is so CPU intensive and lagged as hell... scenes with a lot of players can get 3mi+ calls per frame.

So in resume, keep your geometry/scene as low-poly as possible.
 
Don't be afraid to ask!
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One of the biggest problem is the 24 FPS and the render quality. You can create higher resolution items, but ... it will looks the same.

this two thing is the biggest problem.
 
Experienced Elementalist
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use profiling to get this information it will be more accurate than all the responses you will get
 
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