FTE Quake uses an extended networking netcode that can address upto 4 million entities, while darkplaces only uses 2 bytes for it's netcode and can only address 32k entities.
Internally Darkplaces uses a two byte memory structure to hold the entity number: and thus even there can only address upto 32k entities.
It isn't enough to even do a 128 x 128 grid of entities
>BUT That's Only 16k!
The messages going back and forth manage to waste 32k edicts either way, though if you spawn the entities over multiple frames you can get away with it (but can new clients that get hit all at once?)
To put this into context: you couldn't even have a small forest in Darkplaces made of even 1 polygon trees.
Internally Darkplaces uses a two byte memory structure to hold the entity number: and thus even there can only address upto 32k entities.
It isn't enough to even do a 128 x 128 grid of entities
>BUT That's Only 16k!
The messages going back and forth manage to waste 32k edicts either way, though if you spawn the entities over multiple frames you can get away with it (but can new clients that get hit all at once?)
To put this into context: you couldn't even have a small forest in Darkplaces made of even 1 polygon trees.
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