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Plan for Eric C. Tomlinson
Plan for Eric C. Tomlinson
| Name: | Eric C. Tomlinson | |
|---|---|---|
| Date Posted: | Apr 28, 2005 | |
| Rating: | 3.5 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Eric C. Tomlinson |
Blog post
Yes - Torque is not for MMOs
After constantly visiting the Garage Site and reading about people wanting to to create MMOs and people bashing them saying it is too hard to make a MMO, I decided to start creating a robust, yet flexible, framework of components and servers to provide this much needed functionality.
Now I say, not repeat, this is not written in Torque. Again this is not written in Torque.
We have just completed our overall design and initial documentation for the complete framework and have started working on the first server. All the backend servers and components are written in C# and will initially be available only for Windows boxes. We plan on revisiting and responding to people's needs for servers that will run on Linux/Unix. We just didn't have the time to start in this direction. When we do move to multiple platform support for the servers, the code will be written in C++.
Our first server is a logging server designed to store the information (needed for logging) from each of the framework's servers. It is designed to have multiple async threads for server connections. We decided to include this server because it would be easier to have one central server that could be queried for information (logs) about any server in the framework and still have only one server that had to know about the database and logging functionality.
We have designed the database to be run on MSDE (Microsoft Database engine), Microsoft SQL server, MySQL, PostgreSQL, and Oracle. We decided to support multiple database platforms so that people could design on a budget and then be able to upgrade/transfer to a different database platform easily.
Our next server will be a configuration server. This server will be designed to control, design, and monitor all other servers in the framework. This server will be a work in progress (WIP) while the backend framework servers are being built.
We expect to have the backeend framework of servers and components ready for beta (as a set) in early Q1 2006.
For more information, please visit our site (still in development) ImagiNet Games
Now I say, not repeat, this is not written in Torque. Again this is not written in Torque.
We have just completed our overall design and initial documentation for the complete framework and have started working on the first server. All the backend servers and components are written in C# and will initially be available only for Windows boxes. We plan on revisiting and responding to people's needs for servers that will run on Linux/Unix. We just didn't have the time to start in this direction. When we do move to multiple platform support for the servers, the code will be written in C++.
Our first server is a logging server designed to store the information (needed for logging) from each of the framework's servers. It is designed to have multiple async threads for server connections. We decided to include this server because it would be easier to have one central server that could be queried for information (logs) about any server in the framework and still have only one server that had to know about the database and logging functionality.
We have designed the database to be run on MSDE (Microsoft Database engine), Microsoft SQL server, MySQL, PostgreSQL, and Oracle. We decided to support multiple database platforms so that people could design on a budget and then be able to upgrade/transfer to a different database platform easily.
Our next server will be a configuration server. This server will be designed to control, design, and monitor all other servers in the framework. This server will be a work in progress (WIP) while the backend framework servers are being built.
We expect to have the backeend framework of servers and components ready for beta (as a set) in early Q1 2006.
For more information, please visit our site (still in development) ImagiNet Games
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Submit your own resources!| Dan - (Apr 28, 2005 at 17:27 GMT) |
Quote:
When we do move to multiple platform support for the servers, the code will be written in C++.
Just incase you didn't know, with the mono project you might not have to rewrite any of your C# code to work on Linux or Mac. Of course you might want to re-write the code for other reasons.
Good luck,
| Gary Preston (Apr 28, 2005 at 17:44 GMT) |
Have a look at this plan to see what Torque can do MMO wise: www.garagegames.com/blogs/4280/7418
Edited on Apr 28, 2005 17:46 GMT
| Matthew Langley (Apr 28, 2005 at 18:07 GMT) |
Quote:
Yes - Torque is not for MMOs
A bit presumptuos... especially considering there are multiple MMO's being done in Torque... the one already linked is in Alpha... in fact I have a server of it running at home right now lol... just about two clicks and the server was up ;)...
| Neil M. (Apr 28, 2005 at 18:48 GMT) |
What Immersion Studios (www.imm-studios.com) did was wrote a second server. So the torque client/server ran on the clients machine and then a second server on the governments machine was updating torque with the MMO information.
| Eric C. Tomlinson (Apr 28, 2005 at 19:20 GMT) Resource Rating: 4 |
Quote:
A bit presumptuos... especially considering there are multiple MMO's being done in Torque... the one already linked is in Alpha... in fact I have a server of it running at home right now lol... just about two clicks and the server was up ;)...
Whoa! Unwrinkle those panties first! j/k
What was meant is that Torque is meant as a FPS first and foremost (without any addin packs like RTS, etc). It does not have any backend services like login control against a database, billing, customer support, client accounts in database. I think Torque is a great place to get a non-MMO game of the ground quickly and easily.
I personally own TGE, TSE and the Lighting pack, so I'm not picking at Torque.
This was only to let people know that there's an Indie development company that's attempting to make a full MMO framework for people to use and we've started to get the ball finally rolling after 4 months of design work.
-- Eric 'Wackatronic' Tomlinson
Edited on Apr 28, 2005 19:28 GMT
| Eric C. Tomlinson (Apr 28, 2005 at 19:34 GMT) Resource Rating: 4 |
MoM is looking very nice, but it's not an engine that everyone can use to make their own engine without a lot of rework. ImagiNet Games is trying to put together a framework (like Torque) that people can use to make their MMOs quicker and easier. Josh has done an outstanding job of modifying Torque to his MMO world.
But as with all engines and systems, there still a lot of work configuring, setting up AI, physics, and getting your content designed and in. All we are trying to do is make it more flexible and easier to use than starting from the ground up.
We are setting a very flexible cost system that will make it affordable for single developers all the way to production houses.
-- Eric 'Wackatronic' Tomlinson
| Ken Paulson (Apr 29, 2005 at 01:33 GMT) |
Quote:
Eric C. Tomlinson (Apr 28, 2005 at 14:20) Resource Rating: 4
Did you rate your own plan?
| Eric C. Tomlinson (Apr 29, 2005 at 14:08 GMT) Resource Rating: 4 |
I pressed Rate it! instead of Post Comment by mistake when submitting a comment. Not a big deal I hope. It would have been better to get feedback on the plan instead of something trivial!
| Clint S. Brewer (Apr 30, 2005 at 09:03 GMT) |
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3.5 out of 5


