Networking Capabilities
by Gavan Brown · in Torque Game Builder · 07/25/2005 (3:27 pm) · 10 replies
I am planning on creating a 2D action RTS either Torque or Torque 2D... I was wondering if there is networking functionality in the Torque 2D engine that would allow players to play online against each other in real time.
#2
07/25/2005 (10:07 pm)
The amount of action my game will involve will be similiar to an fps tho... Not just issuing commands but actually aiming and shooting at stuff. Does it do this? If not now, when will torque 2d support something like that?
#3
07/26/2005 (12:19 am)
You'll have to try it and see. The RPC stuff isn't super awesome (ie, not the very best state of the art networking money can buy), but it's good enough for a LOT of stuff.
#4
07/26/2005 (9:17 am)
Are there plans to implement a full networking layer like torque 3d?
#5
07/26/2005 (12:03 pm)
I believe there are.
#6
07/26/2005 (12:32 pm)
What is the timeline for that? because if i choose to go with 2D i could save networking development for last
#7
I know that doesn't help given the lack of details, but it's the best we can do!
07/26/2005 (1:12 pm)
There is no published timeline for the full on TGE style networking, but once the 1.1 update is complete it is my understanding that integrated networking is the next major functionality goal.I know that doesn't help given the lack of details, but it's the best we can do!
#8
I just landed a contract to develop an online application that I felt T2D would be the perfect basis for.
However I was under the impression that T2D shared TGE's awesome networking capabilities.
Therefore I need to ask before I proceed to lay any further plans, does T2D posses any client/server capabilities, or is the current network implementation meant only for head to head, such as a peer to peer arrangement?
I would need to support as many as 50-100 clients per server, with an expected average load of 30 (it's a pretty big server though). My understanding was that T2D was simply TGE with the 3D elements stripped away. Since I have successfully, albeit slowly supported large numbers of clients/server under TGE, my assumption was T2D should be able to at least support the same amount.
Please Advise
Thanx
Dreamer
10/18/2005 (11:46 pm)
Umm, ok I hate to revive an old thread, but here is a quick question that is totally related.I just landed a contract to develop an online application that I felt T2D would be the perfect basis for.
However I was under the impression that T2D shared TGE's awesome networking capabilities.
Therefore I need to ask before I proceed to lay any further plans, does T2D posses any client/server capabilities, or is the current network implementation meant only for head to head, such as a peer to peer arrangement?
I would need to support as many as 50-100 clients per server, with an expected average load of 30 (it's a pretty big server though). My understanding was that T2D was simply TGE with the 3D elements stripped away. Since I have successfully, albeit slowly supported large numbers of clients/server under TGE, my assumption was T2D should be able to at least support the same amount.
Please Advise
Thanx
Dreamer
#9
A fairly light protocol layer on top of the TCP stuff (the venerable CommandToServer/CommandToClient from TGE) is being solidified for version 1.1 due out soon.
What is not yet in T2D at all however are T2D entity-specific networking (information to keep game objects in sync between clients and server) because that is non-trivial given the quantity and complexity of object behaviors in T2D (imagine keeping 500+ physics-enabled objects in sync across the wire!) This is what I believe Stephen was referring to as the work planned following 1.1's release.
If your requirements aren't of the real-time, keep-moving-objects-in-sync variety then you can go far with what is already there.
10/19/2005 (12:38 am)
Core networking support exists in T2D today. This refers to the TCPObject and HTTPObject classes which is enough to let you communicate peer-to-peer or client-server as you see fit but requires a protocol of your own design.A fairly light protocol layer on top of the TCP stuff (the venerable CommandToServer/CommandToClient from TGE) is being solidified for version 1.1 due out soon.
What is not yet in T2D at all however are T2D entity-specific networking (information to keep game objects in sync between clients and server) because that is non-trivial given the quantity and complexity of object behaviors in T2D (imagine keeping 500+ physics-enabled objects in sync across the wire!) This is what I believe Stephen was referring to as the work planned following 1.1's release.
If your requirements aren't of the real-time, keep-moving-objects-in-sync variety then you can go far with what is already there.
#10
10/19/2005 (12:41 am)
Nope just commandtoserver stuff, thanx
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