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Plan for Mark Frohnmayer
Plan for Mark Frohnmayer
| Name: | Mark Frohnmayer | ![]() |
|---|---|---|
| Date Posted: | Mar 18, 2004 | |
| Rating: | 4.0 out of 5 | |
| Public: | NO | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Mark Frohnmayer |
Blog post
Getting ready for GDC... and what I've been working on lately...
For quite some time now I've been busy on some really cool (well, cool to me at least :) ) networking technology, and we're about ready to launch it. I was really aiming for a pre-GDC launch, but with all the other stuff going on here, and our GDC announcements and such, we just couldn't quite get all the information together.
Still, to give you a sneak-peek, I've put up the product documentation for the Torque Network Library. Based on Torque's networking engine, TNL has been stripped down and rebuilt as a standalone project. TNL includes everything that makes networked play in Torque games so good, plus it adds robust security, additional DoS protection methods, a really cool RPC mechanism, arranged connections for getting through firewalls and NATs, a master server and much more.
We're going to announce the launch of the product after we return from GDC, including all the licensing details and pricing, but until then, feel free to check out the Torque Network Library Documentation. The documentation should be fairly complete at this point, though I've found that I can always write more or expand an area. The only piece that needs a lot of work is the Getting Started section, but the reason for that will be apparent when we launch (insert special secret suprise here ;) ).
Although some of the class names have changed, the TNL documentation will be of general use to Torque programmers, or really anyone interested in network programming - it contains some good overview information about the design challanges we faced in creating the networking portions of Torque and TNL and the solutions we employ.
Feel free to add any comments or thoughts here...
Still, to give you a sneak-peek, I've put up the product documentation for the Torque Network Library. Based on Torque's networking engine, TNL has been stripped down and rebuilt as a standalone project. TNL includes everything that makes networked play in Torque games so good, plus it adds robust security, additional DoS protection methods, a really cool RPC mechanism, arranged connections for getting through firewalls and NATs, a master server and much more.
We're going to announce the launch of the product after we return from GDC, including all the licensing details and pricing, but until then, feel free to check out the Torque Network Library Documentation. The documentation should be fairly complete at this point, though I've found that I can always write more or expand an area. The only piece that needs a lot of work is the Getting Started section, but the reason for that will be apparent when we launch (insert special secret suprise here ;) ).
Although some of the class names have changed, the TNL documentation will be of general use to Torque programmers, or really anyone interested in network programming - it contains some good overview information about the design challanges we faced in creating the networking portions of Torque and TNL and the solutions we employ.
Feel free to add any comments or thoughts here...
Recent Blog Posts
| List: | 06/13/07 - An inconvenient game? 08/22/06 - Sometimes you can't do everything. 08/04/06 - State of the Garage 10/17/05 - Plan for Mark Frohnmayer 07/29/05 - Plan for Mark Frohnmayer 05/25/05 - Plan for Mark Frohnmayer 03/28/04 - Plan for Mark Frohnmayer 03/18/04 - Plan for Mark Frohnmayer |
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Submit your own resources!| Erik Madison (Mar 19, 2004 at 00:24 GMT) |
| Ben Garney (Mar 19, 2004 at 00:27 GMT) |
| Ron Yacketta (Mar 19, 2004 at 01:23 GMT) |
Edited on Mar 19, 2004 01:25 GMT
| Jay Moore (Mar 19, 2004 at 05:53 GMT) |
If everyone could see Mark's passion for optimizing this awesome code base I think you'd wonder with me how long can he resist making a multiplayer version of Marble Blast?
For our sneak peak at GDC we'll all be sporting buttons that say.. "Ask Me How To Put a Little T'n A in Your Game" - Alex and Ben have to be given proper credit for the original discussion of this marketing strategy - and of course we had to tweak the name of TNL to be the Torque Network Architecture (much to Mark's chargin and ultimate veto for branding purposes), but this is one marketing guy that will take liberties with a little nomenclature for a good button and a creating a little buzz (as Mark alluded we have a big surprise that should create a lot of buzz.. stay tuned for further announcements - some I may even get to make).
Edited because I always need a good proofer
Edited on Mar 19, 2004 06:03 GMT
| Josh Williams (Mar 19, 2004 at 09:42 GMT) |
By the way, that documentation is *beautiful*.
| Pat Wilson (Mar 19, 2004 at 14:56 GMT) |
| Brian Smith (Mar 19, 2004 at 23:57 GMT) |
| Ben Garney (Mar 22, 2004 at 06:38 GMT) |
| Stefan Lundmark (Mar 22, 2004 at 08:47 GMT) |
On the other hand, your example is not possible. :/
Most of games End User License Agreements forbid such modifications, if it's not opensource already, that is.
| Jeff Peck (Mar 22, 2004 at 20:25 GMT) |
@ Mark: Awesome work, I love it. I was working on a couple projects using the Torque engine but got frustrated with the vehicle physics and somewhat complex content creation stream, now that the maya exporter is in the works, the TSE is on the horizon and mention has been made that various physics engines had been incorperated with some success I am beginning to once again think Torque is a very viable engine for a high-end FPS.
Congrats guys,
Jeff
(PS I hope you redeemed your beer credits at the pub before it got closed!)
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