Peer-to-peer startup scenario
by Ken Brooks · in Torque Game Engine · 06/01/2004 (12:21 pm) · 1 replies
Scenario:
Player A starts a copy of game. It scans the LAN (local subnet) for a response on my-favorite-port. Finding none, it makes itself available on the network as a server.
Player B starts a copy of game. It scans the LAN for a response on my-favorite-port. Finding player A, it becomes a client.
Is TNL good for this kind of startup negotiation? If so, at what level should I be working to do this?
Is TNL good for peer-to-peer operation generally?
Ken
Player A starts a copy of game. It scans the LAN (local subnet) for a response on my-favorite-port. Finding none, it makes itself available on the network as a server.
Player B starts a copy of game. It scans the LAN for a response on my-favorite-port. Finding player A, it becomes a client.
Is TNL good for this kind of startup negotiation? If so, at what level should I be working to do this?
Is TNL good for peer-to-peer operation generally?
Ken
About the author
Associate Kyle Carter
TNL would work fine for a p2p app. Doing a p2p distributed simulation is a much harder and seperate issue, though.