Winterleaf OneWorld Progress update.
by Vince Gee · 01/22/2013 (7:30 am) · 5 comments
There appears to be something`s that were never intended to be networked inside of T3D. I`ve gone through every C++ file in the editors, added a dozen or so new files, and I`m up to my 21st alpha release. I was making some serious progress until I hit the decal manager (once again one of those things never meant to be networked.)
I made a decision early on to do as much work as possible in the C++ instead of TorqueScript. I haven`t regretted this decision at all. The current solution is very smooth and responsive; this is something I could have never achieved had I used TorqueScript.
For those wondering how I did a lot of it, I will tell you this; I use a lot of custom NetEvents and NetObjects. I use custom NetEvents for the client to communicate to the server and a few NetObjects to broadcast those changes back to the client. I guess I could have used CommandToServer and the like, but I found them to be rather expensive for what they did. The idea of transmitting a string across the wire versus a couple floats or a couple Integers seemed like a no brainer.
A short summary of functionality include networked Terrain(Painting and modification)/Forest Editor/Road/MeshRoad/River/Decal Editor and object creation and movement. Also, the server can run in dedicated mode as well as client.
It`s come a long way from what it was 2 months ago, my dream of OneWorld being the end all of team based mission editing will soon be coming true!
Vince
I made a decision early on to do as much work as possible in the C++ instead of TorqueScript. I haven`t regretted this decision at all. The current solution is very smooth and responsive; this is something I could have never achieved had I used TorqueScript.
For those wondering how I did a lot of it, I will tell you this; I use a lot of custom NetEvents and NetObjects. I use custom NetEvents for the client to communicate to the server and a few NetObjects to broadcast those changes back to the client. I guess I could have used CommandToServer and the like, but I found them to be rather expensive for what they did. The idea of transmitting a string across the wire versus a couple floats or a couple Integers seemed like a no brainer.
A short summary of functionality include networked Terrain(Painting and modification)/Forest Editor/Road/MeshRoad/River/Decal Editor and object creation and movement. Also, the server can run in dedicated mode as well as client.
It`s come a long way from what it was 2 months ago, my dream of OneWorld being the end all of team based mission editing will soon be coming true!
Vince
About the author
www.winterleafentertainment.com
#2
For the latter I have images of the bad places in Second Life. Like giant genitalia and other choice body parts. :)
@Vince,
I am with you on trying to do things that need to be fast in C++. If speed is an issue then C++ it. If not then script it, then if you abuse it, C++ it. Sounds like you guys are really making great progress. Good going!
01/22/2013 (11:22 am)
So, is the intent of being able to edit the level with many users for collaboration during development? Or is it intended to be a feature in a game? For the latter I have images of the bad places in Second Life. Like giant genitalia and other choice body parts. :)
@Vince,
I am with you on trying to do things that need to be fast in C++. If speed is an issue then C++ it. If not then script it, then if you abuse it, C++ it. Sounds like you guys are really making great progress. Good going!
#3
I guess it could be modified to achieve a Second Life type of game though, the principles would be the same you would just need to add some functionality for security and such.
01/22/2013 (11:35 am)
This is purely for level design, at least that is why we are building it. So our artist can all get together and do things and see things change as they do stuff.I guess it could be modified to achieve a Second Life type of game though, the principles would be the same you would just need to add some functionality for security and such.
#4
01/22/2013 (5:01 pm)
Hey Vince, if you're thinking of licensing out this technology, I'd be very interested...
#5
Paul Yoskowitz handles all of Winterleaf's Business arrangements, his email is PYoskowitz@winterleafentertainment.com. Shoot him an email, I'm sure he'd be happy to cut some sort of deal.
vince
01/22/2013 (5:14 pm)
We will be selling it as a mod'ding tool, as for licensing the technology for resale I'm sure as long as it is not conflicting purposes something can be arranged. Paul Yoskowitz handles all of Winterleaf's Business arrangements, his email is PYoskowitz@winterleafentertainment.com. Shoot him an email, I'm sure he'd be happy to cut some sort of deal.
vince

Torque Owner Jules
Something2Play