Game Development Community

Clients (TGE & TSE) @ TGE server

by Funky Diver · in Torque Game Engine Advanced · 06/14/2006 (2:01 pm) · 3 replies

Greetings

I didnt yet look at the TSE core (it involves a lot of time), and I need to ask people [who is already familiar with TSE ] a couple of questions to evaluate my design ideas. I'm aware that TGE 1.4 server code was merged into TSE RC 3.
I would like to use TSE client for advanced users and TGE for entry-level users to connect to a Torque based server. I suppose that it will be safe to have a TGE server, not a TSE one. It will be nice if someone will point me in the right direction: what are the differences in network protocol between TSE and TGE, if any, and what do I need to look at when a TSE client is trying to connect and update (material datablocks? shaders?).
Note: I'm not going to use Atlas (obviously ;)).

Thank you!

#1
06/19/2006 (12:02 pm)
This has been discussed a bunch..and a few of us have done various tests with varying degreees of success.. But its not really needed. Simply code in TSE and add fallbacks (via material defs) for older shader models, that'll cover about 80% of the low end cards. Then if you need to support ancient hardware add fixed function and it will work outta the box.. and only 1 codebase to maintain..
#2
06/19/2006 (1:41 pm)
Thanks Kevin for your answer!

I didnt find any discussion about this topic, not even through the Search... :/ If you please, can you point me to them?

TGE is my prime client, and TSE is my future client. The reason for that is availability for MacOS platform (I need to ship the product till the end of this year, and I think TSE will not be ready for OpenGL yet).
TSE does not support Intel 900/950 chipsets which is the majority of my clients now, but if I can add the fixed pipeline, that could be awsome - I do remember that TSE render is based on shader framework, so it would invovle a huge amount of coding to introduce the fixed function. I can be mistaken though. Did anybody tried that?
I would love to have just one codebase - it would save my time ALOT. ;)
#3
06/19/2006 (5:46 pm)
You could create a Materials that support Shader Model 0.0 (fixed function). Would be easy to hack, but a bit of work to do right. This is something I'd like to implement in the future once some other things are taken care of.