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What now should be #1 priority

by Giuseppe De Francesco · 12/27/2010 (8:19 pm) · 31 comments

Hey guys,

I know that at the present time this post might look misplaced, but I'm assuming that Torque will stay in business as usual so... here's the main problem.

Currently I'm forced to develop my Facebook games (one just about to be published in 10 days) using Unity 3 because T3D and TGB still don't have a web player and game streaming ability.

The more I use Unity 3 and the more I hate it... guys... we really need badly a serious web player, maybe better than the Unity web player (which is quite limited).

Assuming that Torque business will continue as usual, this feature should really be #1 on the company's feature list, and this goes for T3D and T2D (TGB) as well.

About the author

In the software eng. field since 1981, in charge of R&D during last 10 years. IEEE Senior Member (and volunteer).

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#1
12/27/2010 (8:49 pm)
I think the FB game BattlePunx uses T3D and some proprietary java based web player. check it out. Whatever they did, it works.
#2
12/27/2010 (9:37 pm)
And I've taken the standard T3D web player and turned it into a light weight patching and downloading system for my Zworldo.com site. So it certainly is possible with some effort.

[cont.]
#3
12/27/2010 (9:37 pm)
[cont.]

But I believe what Giuseppe is after is a standard, TP approved web player that a developer can just drop in and have it work. If you follow the Unity method of doing this, you need your browser plug-in and game engine to be in a sandboxed environment. Under the current engine offerings, this would be the equivalent of developing your game with only the binary version of T3D.

[cont.]
#4
12/27/2010 (9:37 pm)
[cont.]

Something will need to change if you want the flexibility of source access, with the sandboxed security, all within a TP approved and served browser plug-in.

- Dave
#5
12/27/2010 (11:01 pm)
@Devin: Seen that... it's just an automated deployment of the game, like the current T3D web plug-in, it downloads and installs the whole game, kinda slow and no streaming.
#6
12/27/2010 (11:03 pm)
@David: that's correct, we need a real web player, not a web deployment thing. A decent game is over 100MB, so without streaming the actual game and not being able executing the streamed pieces it's no use on the web platform.
#7
12/28/2010 (12:08 am)
I agree with Pino.

I have been working with him on his latest title and a pure web player must be next for T3D. The current streaming capability of >ahem< Unity 3 is not the best to say the least and torque could really compete in that area with a descent web player.
#8
12/28/2010 (12:45 am)
+1 (at the general idea)
#9
12/28/2010 (6:20 am)
+1
#10
12/28/2010 (8:06 am)
+1: I agree this is needed. Would even pay for it as an add on!

#11
12/28/2010 (8:39 am)
agree with you. What we need is features that other engines do have has standard like the web player, but also blow them out of the water with other features that no other engine has to be ahead in the market place.
#12
12/28/2010 (8:40 am)
While there are products in the stores, the new owners or a new lease of life with Torque with the existing owners should allow developers to be more accessable in creating content packs. Publishing them in a community based store (after approval) and place them into their engine releases. Products that are supported and updated to the current version of Torque will only make the engine stronger and help promote future growth.
#13
12/28/2010 (9:21 am)
I would also agree, there should be a web player for both Torque 2D and Torque 3D.
#14
12/28/2010 (5:22 pm)
I agree too !
#15
12/29/2010 (1:17 am)
+1 No brainer. True web and Multi-platform are key for any modern game engine these days.
#16
12/29/2010 (9:16 am)
Someone could make a web kit and (earn a bundle or) be cheered!

But no one knows if TP gets back within the next 6 months and makes the best web player ever...
#17
12/29/2010 (10:43 am)
@Peter: to produce a decent web player is not an Indie task, not really something that can be done on weekends and on the time spared from the day job. A web player is supposed to be the engine itself in a compact embeddable form, able to stream-execute the content of the packed game.
-Cont-
#18
12/29/2010 (10:43 am)
-Cont-
@Peter: It's not a huge task but some one has to work on it full time for a few weeks and the web player install shall be code-signed and have an official download source. Moreover, T3D and TGB will have two separate players to keep the task as swift as possible, so the overall time is measured in a couple of months (1 full time person ) to have them both.
As I said, the "full time" thing is not compatible with Indie people :(
#19
12/29/2010 (11:04 am)
I feel as if we should already be expecting this as part of T3D. The existing plug-in model is far less than ideal.
#20
12/29/2010 (2:57 pm)
Well, the existent plug-in is just web deployment, not a web player.
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