Torque networking questions
by Taco · in General Discussion · 06/28/2005 (6:29 am) · 10 replies
Hello,
I am looking into buying the torque game engine. I'd like to get to know more about the "Award winning networking architecture", but the documentation is not available, and the Networking FAQ is empty. Could someone point me to some more information about it? Or describe the basic architecture that would be used in an MMO, and maybe list a few commands often used in Multiplayer development.
Best regards,
Taco Cohen
I am looking into buying the torque game engine. I'd like to get to know more about the "Award winning networking architecture", but the documentation is not available, and the Networking FAQ is empty. Could someone point me to some more information about it? Or describe the basic architecture that would be used in an MMO, and maybe list a few commands often used in Multiplayer development.
Best regards,
Taco Cohen
#2
"With the power and flexibility of Torque Game Engine, you can create First-Person Shooters, Role-playing Games, Racing Games, Adventure Games, Platformers, Space Games, War Games, Puzzle Games, Simulations, MMO Games and much more. If you have the creativity and talent, you can make any game you want. With the full source code to the powerful Torque Game Engine at your finger tips, the game you have imagined is now within reach."
From the features page. So it is possible, but not suited for MMO's?
Could you explain why it is not suited for MMO's?
06/28/2005 (7:14 am)
Thanks,"With the power and flexibility of Torque Game Engine, you can create First-Person Shooters, Role-playing Games, Racing Games, Adventure Games, Platformers, Space Games, War Games, Puzzle Games, Simulations, MMO Games and much more. If you have the creativity and talent, you can make any game you want. With the full source code to the powerful Torque Game Engine at your finger tips, the game you have imagined is now within reach."
From the features page. So it is possible, but not suited for MMO's?
Could you explain why it is not suited for MMO's?
#3
"With the power and flexibility of Torque Game Engine, you can create First-Person Shooters, Role-playing Games, Racing Games, Adventure Games, Platformers, Space Games, War Games, Puzzle Games, Simulations, MMO Games and much more. If you have the creativity and talent, you can make any game you want. With the full source code to the powerful Torque Game Engine at your finger tips, the game you have imagined is now within reach."
From the features page. So it is possible, but not suited for MMO's?
Could you explain why it is not suited for MMO's?
06/28/2005 (7:20 am)
Thanks,"With the power and flexibility of Torque Game Engine, you can create First-Person Shooters, Role-playing Games, Racing Games, Adventure Games, Platformers, Space Games, War Games, Puzzle Games, Simulations, MMO Games and much more. If you have the creativity and talent, you can make any game you want. With the full source code to the powerful Torque Game Engine at your finger tips, the game you have imagined is now within reach."
From the features page. So it is possible, but not suited for MMO's?
Could you explain why it is not suited for MMO's?
#4
06/28/2005 (7:21 am)
Well, Torques architecure was never meant to handle that many players. Not to say you can't do it. You can, as MoM is doing it. Search the forums for MoM to see what I mean. It is a persistent world kinda thing... Also, Dark Horizons: Lore uses a persistent online world. None of them are Everquest huge.. but the makers of such games are not indies. If your project is of indie scope (not too big) and you expect indie response (not too many users but enough users to be successful) then you can definately do it with Torques network code. There are ways to up the number of players you can have. They require someone who is familiar with Torque (code side) to do.... But you will get that experience as you go...
#5
06/28/2005 (7:21 am)
A note: Refreshing the page reposts your last post... again, and again, and again.
#6
06/28/2005 (7:26 am)
With no disrespect intended towards Chris, Torque's networking model is certainly suited for being used as the foundation (after various optimizations and modifications) for a wide variety of MMOG concepts. It isn't going to solve all (or even any, really) of the MM specific networking issues out of the box without any of your team understanding and adjusting the networking for your game, but it's a great basis for developing a good networking model for just about any game.
#7
06/28/2005 (7:28 am)
Stephen - That is what I was trying to say... Thanks.
#8
Another question: is networking included in the scripting language, or is it done in C++? If it's done in C++, do I have to understand the already created code inside the engine to create my own networking code?
How much is already done for you by the engine, and how easy is it to make use of it? I'm talking about things like movement prediction, zone/multiserver, etc.
I have extensive knowledge of A6' C-script, and have created the barebones for an MMO, but am now running into some of the limitations of the A6 engine, and am considering to switch to torque. Would my c-script knowledge be of any use here? Would it make it more easy to learn torques scripting language?
06/28/2005 (7:57 am)
Thank you both.Another question: is networking included in the scripting language, or is it done in C++? If it's done in C++, do I have to understand the already created code inside the engine to create my own networking code?
How much is already done for you by the engine, and how easy is it to make use of it? I'm talking about things like movement prediction, zone/multiserver, etc.
I have extensive knowledge of A6' C-script, and have created the barebones for an MMO, but am now running into some of the limitations of the A6 engine, and am considering to switch to torque. Would my c-script knowledge be of any use here? Would it make it more easy to learn torques scripting language?
#9
TorqueScript is C++ based, so your knowledge will help you. Knowing how to script any language will help you. You will need to learn how Torque interfaces with script, but that comes fairly easily. The most difficult part isn't learning hte syntax... It's learning the new things you can call...
Important things to remember:
echo("Chris Labombard"); will echo to the console... Use it in funcitons to see what is oging on.
%obj.dump(); will dump all script accessible functions and variables to the console... VERY useful.
There are docs for using hte scripting language. It will come easily to you.
06/28/2005 (8:22 am)
TGE comes network ready... If you add something you will have to know how to make your changes network ready also. Searching the forums will give you tonnes of info about how to do so, as will reading the online docs.. You will need to understand it eventually. TorqueScript is C++ based, so your knowledge will help you. Knowing how to script any language will help you. You will need to learn how Torque interfaces with script, but that comes fairly easily. The most difficult part isn't learning hte syntax... It's learning the new things you can call...
Important things to remember:
echo("Chris Labombard"); will echo to the console... Use it in funcitons to see what is oging on.
%obj.dump(); will dump all script accessible functions and variables to the console... VERY useful.
There are docs for using hte scripting language. It will come easily to you.
#10
If you want an example of easy utilization of the netcode for sending information, download the demo and get the TorqueScript Chat resource. It's a simple messaging resource, but it will get you up to speed quickly with the client/server concept base and how messages are processed.
EDIT:
And, as Chris mentioned, knowing a scripting language like C-Script will help you get up to speed much faster all around.
06/28/2005 (8:31 am)
In terms of networking, utilizing it completely through script is more robust than A6's netcode. A6 is a great engine and has a great community, but netcode's not it's current strength. Even in the pricey edition. I have heard that they are making great leaps in this direction, though.If you want an example of easy utilization of the netcode for sending information, download the demo and get the TorqueScript Chat resource. It's a simple messaging resource, but it will get you up to speed quickly with the client/server concept base and how messages are processed.
EDIT:
And, as Chris mentioned, knowing a scripting language like C-Script will help you get up to speed much faster all around.
Torque Owner Chris Labombard
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