what are the hard limitations of this engine?
Posted: 30 Dec 2017, 21:05
so i spent all night last night reading the wiki and looking at almost all of the parts in balanced annihilation. (because i have it, and my home internet is very, very poor right now). basically, my question is, what other hard coded limitations are there, and please correct or verify some of my assumptions listed.
so far, i have noted very few limitations:
1). 32 unit classes (mostly for targetting AI)
2) 4 unit types (kbot, vehicle, hover and ship) .. ..which made me scratch my head, because air?
3) max map incline of 89.99 degrees. (no over hangs or bridges)
4) a unit max, i think. (5000, or perhaps the engine could do as many as a cpu could handle)
5) only two resources, (metal and energy)
6) fuel systems have been deprecated
7) there was the yard tags, about only 7 of them, iirc. (more can be coded, i assume, not really a problem)
there is only three types of collision boxes, but you can make custom collision boxes around unit pieces.
9) this one is a question, which i will find out later, but it seems maps need pathfinding meshes. i assume this is for optimization, and the engine does have a bulk cpu pathfinding routine as well, if a defined mesh is not available.
10) weapon types. although there are various ways of making them, and certainly some awesome tricks i have envisioned to get what i want, there was one weapon type that was removed, it seemed to be an arc-swing type weapon? in my vision, there will be many many arc/wave type weapons, a little different from pyros fire, but i envision using the flamethrower script in short bursts if necessary)
11) detection types: radar, seismic, los, sonar
12) 32 bit
13) no way to define the effects of a weapon depending on the unit type it hits, (ie, a bullet will make the same noise and explosion effect if it hits a person or a tank)
14) 2 weapon effects: damage and stun
so,i learned and had literally hundreds of questions answered last night. its just I have lots of slow time at work, and no access to spring from work. so you will have to forgive me, as i will be posting here A TON from now on. I am incredibly excited. knowing ba as well as i do, and knowing 3d modeling, low poly modeling, and animation as well as i do, severything makes sense.
so far, i have noted very few limitations:
1). 32 unit classes (mostly for targetting AI)
2) 4 unit types (kbot, vehicle, hover and ship) .. ..which made me scratch my head, because air?
3) max map incline of 89.99 degrees. (no over hangs or bridges)
4) a unit max, i think. (5000, or perhaps the engine could do as many as a cpu could handle)
5) only two resources, (metal and energy)
6) fuel systems have been deprecated
7) there was the yard tags, about only 7 of them, iirc. (more can be coded, i assume, not really a problem)

9) this one is a question, which i will find out later, but it seems maps need pathfinding meshes. i assume this is for optimization, and the engine does have a bulk cpu pathfinding routine as well, if a defined mesh is not available.
10) weapon types. although there are various ways of making them, and certainly some awesome tricks i have envisioned to get what i want, there was one weapon type that was removed, it seemed to be an arc-swing type weapon? in my vision, there will be many many arc/wave type weapons, a little different from pyros fire, but i envision using the flamethrower script in short bursts if necessary)
11) detection types: radar, seismic, los, sonar
12) 32 bit
13) no way to define the effects of a weapon depending on the unit type it hits, (ie, a bullet will make the same noise and explosion effect if it hits a person or a tank)
14) 2 weapon effects: damage and stun
so,i learned and had literally hundreds of questions answered last night. its just I have lots of slow time at work, and no access to spring from work. so you will have to forgive me, as i will be posting here A TON from now on. I am incredibly excited. knowing ba as well as i do, and knowing 3d modeling, low poly modeling, and animation as well as i do, severything makes sense.