Game Development Community

TorqueNet Lite

by Charlie Malbaurn · in Torque Game Builder · 03/25/2006 (8:22 pm) · 8 replies

Hey all,

I've been out of the loop as of late but I noticed on the new product page that it is highlighting TorqueNet Lite as the turn-based networking for TGB.

Does this mean that other netword support has been droped in favor of turned-based only support?

Just wondering

Thanks

Charlie

#1
03/25/2006 (10:46 pm)
I think "TorqueNet Lite" is more a marketing term that makes a bit more sense then "turn based networking."

If you want TGE style networking now: tdn.garagegames.com/wiki/Torque_2D/RealTimeNetworking

There's still a long, long way to go before something generally useful is done, though, so I wouldn't expect anything official for quite some time. That said, depending on the game TGE style networking works great with just what's in that article plus game specific code. Ironically, I'm using it for a turn based game ;-)

T.
#2
03/27/2006 (2:54 pm)
Can someone give resource pointers (books, docs, etc) on best practices to implement various game network protocols?

I would personally find it very interesting to see how various game types are implemented from a networking perspective.
#3
03/27/2006 (3:13 pm)
Picking up TGE and digging through the network code is a great place to see how good networking is done.
#4
03/27/2006 (3:26 pm)
Thanks for the tip Matthew, though I'm thinking from a higher level, algorithm/academic perspective, not nessicarily any specific implementation. (though of course examples are always good)
#6
04/07/2006 (1:45 pm)
Is TorqueNet Lite and OpenTNL the same thing? (Haven't looked at the network code to see yet. I was planning on using OpenTNL before they added this TorqueNet Lite. I just downloaded the new TGB files and will take a look at them tonight. But in the mean time, I was wondering if anyone knew the answer.
#7
04/07/2006 (1:52 pm)
No, TNL is not the same thing.

Also, unless you want a world of pain, you can't use TNL with TGB. Due to name clashes you cant derive from TNL::NetObject and SimObject which makes it pretty useless unless you fix all those clashes, which is not a simple task and more then likely requires an intimate knowledge of both Torque's console and TNL's net class rep. If you're an advanced C++ programmer it is probably not too bad to figure out, but it does require knowledge of templates to follow the code.

T.
#8
04/07/2006 (8:32 pm)
@Tom

Thanks. I just need a peer-to-peer connection for my simple game, so I'm sure the TorqueLite will be sufficient for my needs. Although I am an advanced C++ programmer, I have little time or desire to go through and resolve build/link errors in the packages I am working with. I bought the Torque 2D Engine (Torque Game Builder) so I could do my pet projects without having to write the whole engine myself.