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Limitations

Here is a list of every limitations of the game engine. These can be limitations for the user or for the game engine developpers.

For users

Editor UI

Multi selection is not supported.

In game UI

There is no gamepad support for UI menus.

Lighting

Lighting does not work great on PsVita and PS3. A shader variant system could fix this.

  • Performances are not great,
  • Lights on PS3 are limited by 1 on each type.

Objects with a big scale will cause lags if they are moving (Problem caused the light world partitionner).

Audio

Audio works "fine" with 44100Hz but on PS3 you need to use 48000Hz audio or the audio will sound weird.

Rendering

The engine is mono thread, so performances are not great with lot of objects.

There is not split screen support.

2D

2D performances are not great.

Networking

Network sockets get data only every frame. (Limitation easy to fix).

There is no way to know if a socket has been closed or not.

Reflection

The reflection does not support many types.

Physics

There is no layer system. So no system to disable collisions between some colliders.

There is no 2D physics system.

For Xenity maintainers

Rendering

The graphics API interface is OpenGL like, so it's harder to add an new API that is different from OpenGL.

On PSP there is a graphical bug and I'm not able to fix it, looks like it visible when disabling vsync but not sure.

Reflection

The reflection is a little bit hard to maintain.

Other

The overuse of "friend class" is a problem in the engine in general. It's used to hide internal functions to the user.