Game Development Community

T2D Networking

by rmullen · in Technical Issues · 06/15/2005 (2:24 pm) · 6 replies

My curiosity has gotten the better of me.

How soon until we see official releases on networking cappablities for T2D?

#1
06/16/2005 (6:58 am)
For the time being, you could implement TNL. Or drop it on top of TGE.
#2
06/16/2005 (8:22 am)
The biggest concern for real-time networking for them has been the physics. They are working on a whole lot though, so T2D is growing constantly (just check Melv's last plan) :) As far as turn based networking, that should have support and examples for around the next update (from what I hear, don't quote me ;).
#3
06/16/2005 (9:46 am)
Thank you much, i'll keep my eyes and ears open. And i suppose i should read a little more on the site and forums here. I'm trying to absorb everything as fast as i can with the limited time i've got for it.

Turn based soon you say? Cool, but hopefully real time will be soon to follow. Course, i guess i could stop being lazy and try and code something myself...

Thanks again!
#4
06/16/2005 (9:47 am)
Best way to do it is build your game without networking now and by the time your game gets polished (or more developed) networking might be implemented :)
#5
06/16/2005 (10:54 am)
Good idea. I'm not cut out for coding anyways.
#6
03/16/2006 (1:52 pm)
Hi, I wanted to know the status of the network engine as this post is 6 months old. It may be true to get into polished things before adding network, but what are the pitfalls to avoid. I mean i am an experienced C#, C++ developper and i bought the T2D engine a couples of days ago. I am satisfied with the ease to get things running, but then there is some things i would like to know like :

i saw that there is a schedule function, should we implement everything with that in mind and the network will sync auto ? is there a real-time tutorial somewhere besides the checker tutorial. I am not into making MMOG, but would like to see what are the options while i make my design document deeper.