Torque network engine overview?
by Juuso - Polycount Productions · in Torque Game Engine · 11/08/2005 (2:18 am) · 4 replies
The book "3D Game programming all in one" does a good job explaining the Torque engine, but I'd like to know some more details about the network engine:
1) Did I understand this correctly: Torque has some internal way to use server/client variables... datablocks are they? I mean like: if some player picks up a powerup bonus (client checks "increase my health") it is possible that the game has a datablock where it says that "if client increases powerup, then server and all other clients will increase his powerup automatically"?
Example:
- Player A: increase stamina +1
=> this is automatically send to Player B, C and D
Can you tell me if this is correct, or am I totally lost here. I would like to see a small example on this?
2) Does Torque use TCP or UDP protocol (or both?) to handle network traffic? Basically I'm just curious :)
3) How does Torque handle player movement... I could not see any info on the book about this (well, I have not finished it yet ;)) - where does the player info is sent... or is this again one of the (nice) in-built systems that Torque has?
4) What are those thingies that book showed:
Are these related with question #1? Are these like methods of GameConnection object?
5) I heard there is some (outdated) Torque article on these sites... I could not find it. An URL would be appreciated :)
Thanks again folks.
1) Did I understand this correctly: Torque has some internal way to use server/client variables... datablocks are they? I mean like: if some player picks up a powerup bonus (client checks "increase my health") it is possible that the game has a datablock where it says that "if client increases powerup, then server and all other clients will increase his powerup automatically"?
Example:
- Player A: increase stamina +1
=> this is automatically send to Player B, C and D
Can you tell me if this is correct, or am I totally lost here. I would like to see a small example on this?
2) Does Torque use TCP or UDP protocol (or both?) to handle network traffic? Basically I'm just curious :)
3) How does Torque handle player movement... I could not see any info on the book about this (well, I have not finished it yet ;)) - where does the player info is sent... or is this again one of the (nice) in-built systems that Torque has?
4) What are those thingies that book showed:
Quote:
GameConnection::EatMySorts()
Are these related with question #1? Are these like methods of GameConnection object?
5) I heard there is some (outdated) Torque article on these sites... I could not find it. An URL would be appreciated :)
Thanks again folks.
About the author
#2
hmm... where are those Power Point Presentation Slides they mention ;)
11/08/2005 (11:12 pm)
Thanks James.hmm... where are those Power Point Presentation Slides they mention ;)
#3
11/09/2005 (10:33 am)
Also, take a look at OpenTNL Docs. It goes into some pretty good detail about the strategies and techniques used in OpenTNL, which is built off of the Torque networking.
#4
11/12/2005 (1:01 am)
Okay... I'll check that too.
Associate James Lupiani
Sickhead Games
It should actually answer all of your questions.