Torque 2D Development - Real-Time Networking
by Deborah M. Fike · 07/24/2009 (3:43 pm) · 64 comments

It's been over six months since GarageGames first starting talking about Torque 3D development. Since then, we've learned a lot about communicating our roadmap to the community. We know developers want to know engine roadmaps as soon as possible. On the flip side, we also need to be 95% certain that what we talk about is achievable for the final version of the engine. It's a hard balance, but definitely something we've managed to maintain with our Torque 3D blogs.
I'm pleased to announce that Torque 2D is finally reaching the point where we can start talking about it. You already know we hired the original Torque 2D developer Melv May in February, but the truth is that the Torque 2D Team has been hard at work for over a year. We collected information from developers in July 2008 about what you wanted in the next version of Torque 2D. Some of those features were complex, other simple. We spent the time to make sure we had a solid roadmap and could deliver a stunning upgrade from Torque Game Builder, which has already been used to make over a hundred casual games. And we know that it will make 2D game building all the more easy for developers out there.
So what can you expect from here on out? We'll be showing you bits and pieces of Torque 2D as it nears completion. We will have a pre-order beta period, where there will be deep discounts for current owners of Torque 2D to help us test the beta versions. There will be a licensing discussion. And there will be weekly updates whenever possible to let you know what's happening so you can keep abreast of what's happening with the engine.
So, without further ado, let's talk specifics:
Feature #1: Real-Time Networking
For those of you who caught the live streamcast, you know that we announced that Torque 2D will have real-time networking at Casual Connect. Torque 2D provides nearly 100% feature support across the network so you get mounting, flipping, image-map changes, animation, world-limits, collision-detection, dynamic-field updates, etc. The engines gives you control over what data is sent across the network to each client. Torque 2D breaks its features down into over 25 groups. Individually, these groups can choose to send their data upon creation of the object, or you can choose to send the data when it changes or is requested. This reduces the amount of information sent across a wire and makes it much more feasible to manage a scene with thousands of objects on it at any given time.
And perhaps most exciting, Torque 2D provides an extension mechanism to allow C++ developers to create their own network objects that work right inside the editor with very little work.
Check out the Platformer Kit demo that Phillip O'Shea ported to the new Torque 2D codebase in just a week:
Not interested in real-time networking, but worried that its implementation will make the engine top heavy for networked games? No problem! Torque 2D provides two project templates out-of-the-box, one for single-player and one for multi-player. This allows those who are not interested in networking to ignore it.
Thanks for reading and we look forward to giving you a sneak peek into the process. This is Post #1.
Torque 2D development blogs:
- Post #1 - Real-Time Networking
- Post #2 - Coming Soon!
About the author
I write games for a living. <3 my job.
#2
Will
07/24/2009 (4:04 pm)
WOH thats way awesome... Way to go!!! Congrats! When do you see we might get a beta and how about a price point? I would guess it will be under $500 like T3d but still above the $80 I paid for the first T2d years ago. Keep it up great great work!!! Will
#3
I think I'll have to revisit some prototypes...
07/24/2009 (4:06 pm)
This is really great - I checked out the early look and was shocked to see so much glory :)I think I'll have to revisit some prototypes...
#4
07/24/2009 (4:07 pm)
+1 This is really great news!
#5
And Torque 2D development is still in late alpha stage. We have one more huge feature that is being worked on, but once that gets polished and tested, we'll be ready for betas.
07/24/2009 (4:11 pm)
@Will: We have not decided on pricing yet, but again, we will be offering a combination of pre-order discount and "current owner" discount, much like we did with Torque 3D. We want to reward those who have used us in the past as we make these technology updates.And Torque 2D development is still in late alpha stage. We have one more huge feature that is being worked on, but once that gets polished and tested, we'll be ready for betas.
#6
really nice and looking forward to more info..
07/24/2009 (4:40 pm)
yeah this definitely makes part of my out-of-game avatar pretty happy in the positive Y direction.really nice and looking forward to more info..
#7
07/24/2009 (4:43 pm)
But Kevin, positive Y in TGB is down!
#8
07/24/2009 (4:45 pm)
yeah I thought about that after I posted it, but it just didn't sound right :-)
#9
07/24/2009 (5:20 pm)
..excellent![/Mr. Burns]
#10
I have been waiting for this feature since TGB was initially announced but didnt have the skills to input it into TGB myself. I realize that the networking in tgb was able to do a lot but this will be utterly fantastic.
Couple of questions for you and everyone:
1) Do you think it will be easy to go from say a turn based situation to real time networking in the same game without major engine mods? I have had a turn based card game with real time player battles planned out for several years now. Or should i brush up on my c++ and get ready to wrangle with the engine a bit to cover both the turn based and real time aspects of my game?
2) Will the real time networking link into the editors and scripting? If so, how does that work?
Thank you and Melv, and all the GG folks for this feature. It made my day.
07/24/2009 (5:27 pm)
Deborah,I have been waiting for this feature since TGB was initially announced but didnt have the skills to input it into TGB myself. I realize that the networking in tgb was able to do a lot but this will be utterly fantastic.
Couple of questions for you and everyone:
1) Do you think it will be easy to go from say a turn based situation to real time networking in the same game without major engine mods? I have had a turn based card game with real time player battles planned out for several years now. Or should i brush up on my c++ and get ready to wrangle with the engine a bit to cover both the turn based and real time aspects of my game?
2) Will the real time networking link into the editors and scripting? If so, how does that work?
Thank you and Melv, and all the GG folks for this feature. It made my day.
#11
REJOICE! Get ready to take the last train to awesometown!
07/24/2009 (5:39 pm)
Seeing this demo in person and controlling the game was a major moment in my Torque experiences. The concept of real-time networked 2D games is huge, even compared to today's powerhouse 3D game market. This simple demo of two people jumping and shooting each other was very popular at Casual Connect, which is an awesome sign for what Torque 2D will be capable of.REJOICE! Get ready to take the last train to awesometown!
#12
cool nonetheless
07/24/2009 (7:02 pm)
Very cool. although, technically, you could achieve this in TGE. =)cool nonetheless
#13
07/24/2009 (7:31 pm)
How can I get that Torque 2d wallpaper you guys have on both of those monitors. Sure would like it if you send me the image via email
#14
07/24/2009 (8:17 pm)
Nice!!
#15
07/24/2009 (10:58 pm)
@Michael, Weiner Dog on a Minimoog beats five kinds of nachos any day.
#16
With regards to turn-based play, you can still use the standard commands between server and client to orchestrate specific actions like turns etc. You can then use the realtime aspect to perform the seemless movements. Also, I want to highlight that nearly every feature on T2D is currently networked so you don't need to control that yourself and that there are just a few methods that control this, not a complex set of dozens of calls. :)
We're are at an alpha stage so most stuff is subject to change but this networking and the editor-integration has been working well for a while now so we're confident enough to show it off.
The "big" update I'm working on now has got me extremely excited and I'm hoping to be able to show off the work during these development blogs as more information emerges.
Torque 2D has changed so much for the better and it's about to get a whole lot better soon.
Melv.
07/24/2009 (11:50 pm)
@David: Absolutely. I kept as many genres in my head as I could when I looked at this. Essentially, you can tell an object, specifically any one of its 25+ functional groups to not send in realtime (when something changes) but to only change when told. You then just tell the object when to update the clients. This allows you to take direct control over the process or at least when stuff gets sent.With regards to turn-based play, you can still use the standard commands between server and client to orchestrate specific actions like turns etc. You can then use the realtime aspect to perform the seemless movements. Also, I want to highlight that nearly every feature on T2D is currently networked so you don't need to control that yourself and that there are just a few methods that control this, not a complex set of dozens of calls. :)
We're are at an alpha stage so most stuff is subject to change but this networking and the editor-integration has been working well for a while now so we're confident enough to show it off.
The "big" update I'm working on now has got me extremely excited and I'm hoping to be able to show off the work during these development blogs as more information emerges.
Torque 2D has changed so much for the better and it's about to get a whole lot better soon.
Melv.
#17
07/25/2009 (12:33 am)
Looks great. Hopefully we can add this without too much re-factoring of game code. :)
#18
You guys have just about got me tempted to visit 2D land for a while :D
07/25/2009 (3:19 am)
I've had an eye on Torque 2D lately, been seeing a lot of Awesome! stuff going on over there. You guys have just about got me tempted to visit 2D land for a while :D
#19
07/25/2009 (5:16 am)
Real-time networking? Very nice! I'm curious what else will be announced :)
#20
07/25/2009 (6:32 am)
This is all very exciting! Real time networking opens the door for many more great games. I can't wait to hear more about this T2D, when you are finally able to spill all of the beans to us :)
Torque 3D Owner Novack
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