Game Development Community

Heads up about Object type limit

by Matthew Hoesterey · in Torque X 2D · 04/27/2009 (10:45 am) · 6 replies

Hi, I just wanted to make sure people where aware. There is currently an object type limit of 29 object types. If you have over 29 object types the engine will start confusing things and randomly assign diffrent object types to objects.

If anyone has a workaround feel free to post.

GG has stated that they are working on a fix and that it may actually be fixed already in 3.0

Thanks!

#1
04/28/2009 (10:15 am)
I ran into this and it looks like if you have 32 or over then you're fine. It looks to be messing up if there's exactly 30 or 31 object types though.
#2
04/28/2009 (10:44 am)
I tried adding an extra 6 object types as I noticed your previous post but with no luck. Do you actually need objects that call on more then 31 obj types? I had additional obj types created but they where unused.
#3
04/28/2009 (10:51 am)
i don't know much about torque X, but i'd be surprised if > 32 object types worked. it's probably a 32-bit U32 mask and there's probably 3 types you may not know about.
#4
04/28/2009 (2:15 pm)
Ya it only looked at the code quick but it looked like they where doing something with a bitfield. Perhapes they are have more then 1 bitfield and the code is bugged where it desides to use the next. I'm going to try and create more then 32 again and this time make sure objects use them to see what happens.

#5
04/29/2009 (4:47 am)
I have 32 custom objects in my project and it works fine for me. If I remove one or two then it goes crazy though. Does 32 work for you Matt?

Also, no i'm not using all of them. I may be wrong about it needing to be over 32 though. There may need to be either <29 or exactly 32.
#6
04/29/2009 (5:13 pm)
No luck here. It's possible that I'm creating an object type in code that I'm forgetting about though so exactly 32 may work. I'm sure that over 32 doesn't (at least in my game).