If someone would like to make an advanced map editor to his game in MMF2 or TGF2, there could be more than 20 000 objects (for example advanced MMORPG) but there is a limit 20 000 of objects. Is there any way to set more "number of objects"?

If someone would like to make an advanced map editor to his game in MMF2 or TGF2, there could be more than 20 000 objects (for example advanced MMORPG) but there is a limit 20 000 of objects. Is there any way to set more "number of objects"?







no way without updating MMF2 or optimizing your code.

you can't have more then 20000 object in a screen so you just need a way to keep of screen things in memory.
You'll need to dynamically load and unload the necessary objects depending on when they're needed. Only load a small part of the map at a time, etc. Even if you programed your game in anything else than MMF2, you'd be forced to do exactly the same thing anyway. It's all about keeping things optimized!


You could try hex editing the MFA or memory editing MMF2.. not sure if that would work or not; it depends whether the object limit is actually required by the MMF2 runtime or just created by the editor.
However, that would break the MMF2 license, so don't do it![]()



Breaks the MMF2 license ;pOriginally Posted by Jam



Even with HWA, 20000 object is a limit that is sensible.
Even with nowadays machine, the processing time of each object slows down the main loop. For each object, there are at least 100 lines of code to go through (and more when the object is displayed). And even more with pixel-wise collision detection. And the runtime is fairly optimised. You do not get a result on the screen by magic : the engine has to work in the background. So 100 lines x 20000 = 2000000 that is two millions lines of C++ code. Surely this slows down the main loop of the runtime.
We can increase the number of object, it is very simple. But it would not be wise as you would be disapointed by the result, and would come back to the forum saying MMF is slow!
I'm pretty sure real MMORPGs load parts of the map the player only needs and keeps track of important positions of other players and items in memory, there isn't one big master map.
20,000 objects is pretty massive.



I've always though 20 000 was a perfectly sensible limit and I've never even gotten close to it, let alone over 2000 objects.
You could probably use an array or something to keep track of players in the same area etc.

20,000 IS sensible.
That's the slight problem when people come into a tool that seems to make game development magically easy.
The straight forward approach is the worst possible approach.
Think of the 20,000 limit like a Lotus Exige, sure it does 200 mph, but you'd never need that and it would be crazy and risky to do it.
Out of that 20,000 most pros would need only a fraction of that number, say 1000 at MAX! That's why MMORPG's have to break up the servers into different zones/shards whatever. There is always a limit.
Also you've got to think about processing those 20,000 objects, what relates to them? Do they contain --ANIMATIONS-- --BEHAVIORS-- Do they MOVE?
I think anybody reading this post and questioning the limits, should go to an Indie Games website or Gamasutura and look around for some development bibles to get a realistic picture of how to really design a game, and what compromises and sacrifices must be done to get from point A concept to point B proof.