MU Online Engine limitations.

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  1. #1
    Apprentice Cragann is offline
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    Nov 2013 Join Date
    19Posts

    config MU Online Engine limitations.

    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 !


  2. #2

    Re: MU Online Engine limitations.

    i am sure @wolfulus knows more about this especially on the 97d version

  3. #3
    DarkMu wolfulus is offline
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    Jul 2006 Join Date
    BrazilLocation
    307Posts

    Re: MU Online Engine limitations.

    Quote Originally Posted by Cragann View Post
    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 shit.
    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.

  4. #4
    Don't be afraid to ask! RevolGaming is offline
    MemberRank
    Jun 2012 Join Date
    1,458Posts

    Re: MU Online Engine limitations.

    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.

  5. #5
    Retired NanoGuy is offline
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    Jul 2012 Join Date
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    286Posts

    Re: MU Online Engine limitations.

    use profiling to get this information it will be more accurate than all the responses you will get



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