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.