Game Development Community

Torque Related Issues

by Caglar Arslan · in Technical Issues · 11/19/2005 (4:08 am) · 4 replies

We are planning to develop a Massively Multiplayer Online Game using
Torque Game Engine system. We got a couple of requirements related to our
project. We wonder that whether the Torque Game Engine and Torque
Networking Library can overcome the following issues.

The issues are;

1) Can the Torque Engine communicate with the serial devices through
COM ports or USB port?
2) Can the Torque Engine communicate and exchange data with another
server through a specified port number?
3) Can the Torque Engine grab data from the Internet or from a
database and display the grabbed data in the game?
4) Can the textures in the game captured and uploaded from our
database? (By doing so, we will try to provide dynamically changing
content within the game.)
5) Is it possible to write our own content packages for our game? (
Such as, updating packages, additional modules concerning the
functionality of our game(like extra mission pack and mods) )

Also is it possible to open a special type of Internet browser within
the game's GUI that exchanges data with an dynamic Internet page or
updates the contents of a database (like MySQL)?

Also note that, our project is a senior engineering project in Bilkent
University. Which license system(indie or commercial) is the most
appropriate one for our project?

#1
11/19/2005 (7:16 am)
There are a lot of people trying to make a mmorpg with torque, but there are only one successfull game, torque are ready to make a multiplayer fps, rts, platformer, racing and more, but not for a mmorpg.

but you get all the c++ source code when purchase the engine, so you can make the changes to suport all those features.

look at minions of mirth http://www.prairiegames.com/
#2
11/19/2005 (8:41 am)
You're attempting a MMORPG as a senior project? I do recognize that it is possible (and often likely) to be a multiyear senior, but it's quite the project if you're looking at a year of development time. You could see if the educational license would work. I'm not sure how many students you have in your project group. Otherwise, an indie license for each programmer who needs to have access to the source code would be the best option. You can always upgrade to commercial if it takes off and you start making tons of money.

1) I'm not sure. I've never looked at doing it. You should be able to hook into the libraries for the OS's you wish to support and add the functionality if it is not there. Again, I don't know.

2) Yes.

3) There are database resources and you can stream whatever data you choose. Bandwidth will be your major concern both with streaming large chunks of data and with supporting a large number of players.

4) Communication goes both ways. It is the word capture that gives me pause since it can denote so many things. Do you want to kipe a UV map of a player texture so that you can distribute it and suddenly that player's model has the face they made? Something like that?

5) Yes.

Still, I'm trying to imagine the scale of the project. Such an undertaking is huge in scope. Dedicated teams take years to produce such projects with rather massive budgets. Minions of Mirth has taken a long time, and has made a number of shifts. It also has a gifted crew who work long hours. I'm not looking at it as a "do you have a group that can make a MMORPG" problem, but as a "if this is a temporal project with an end-date (semester/year), is it feasilbe to attempt to create a particle accellerator from the equipment (albeit nice) in the basement of the Engineering building?" Particle accelerators are somewhat complex pieces of machinery. So are MMORPG's. It is the timespan that blows my mind, not the fact that you guys want to make a MMORPG. Maybe an aspect like networked cloth dynamics or complex IK chains. If you have professors with a strong interest in haptics and robotics, they'd love the idea of realistic IK chaining with realistic joint constraints.

Good luck with the project. Keep us posted.
#3
11/19/2005 (10:00 am)
That is very ambitious.
#4
11/19/2005 (10:40 am)
Hey david,
For our project, the basic backbone of the system does not have to be so detailed and complex. For demonstrating purposes 5-10 clients will be ok.
Our main focus is implementing a simple MMOG style FPS or 3rd Person shooter which is capable of enabling the user to chat in an MMOG style, to shop online, to do banking services online and etc. Also our another concern is about connecting the software client to another type of networking system(this networking system is a WiFi enabled pager network[ which is entirely implemented by me ]) via socket programming basics.
Lastly, our another and the most important concern is about the use of COM ports or USB ports, by doing so we will try to add a simple GPS module to the client software.(for simplicity and demonstrating purposes, we will mostly use COM ports(I think))

We wonder that the above arguments are applicable or not with the use of Torque?

I am waiting for your replies. thanks a lot for your attention.

-caglar arslan