Game Development Community

Recommend a good network library?

by Paul Griffiths · in Torque Game Engine · 06/27/2006 (7:55 pm) · 30 replies

Hi, I'm building a web cam capture library in to torque and am implementing broadcast function.
Any one know a good multithreading network library which implements TCP & UDP?
Thanks for any info :)
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#1
06/27/2006 (8:07 pm)
TNL - http://opentnl.org/

~ Pauliver
#2
06/27/2006 (8:37 pm)
Thanks, i didn't know could use that.
#3
06/27/2006 (9:08 pm)
As long as you can use GPL source (which you cannot use with most official webcam SDK's), you can use it without paying for a license.
#4
06/27/2006 (10:21 pm)
Does torque use TNL?
The webcam capture library i am using is www.codevis.com/vidcapture/

The licence reads:

Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer.

Redistributions of modified source must be clearly marked as modified, and due notice must be placed in the modified source indicating the type of modification(s) and the name(s) of the person(s) performing said modification(s).

Should be OK.
#5
06/27/2006 (11:59 pm)
Rather TNL uses Torque. It's Torque's netcode ripped out and made standalone.
#6
06/28/2006 (6:21 am)
Quote:Rather TNL uses Torque. It's Torque's netcode ripped out and made standalone.
Do i have to include TNL library in to my web-cam project or can i use what is provided by torque?
#7
06/28/2006 (6:50 am)
You could use Torque's (though not TNL unless you release the complete source code to your application, which is possible with that library since it includes the complete source code and simply requires that you note where you modify it). You will miss out on some of the features such as encrypted streams and such, though I don't know if you need that anyway.
#8
06/28/2006 (8:42 am)
I think i will keep it simple, ive found an interesting article www.codeproject.com/internet/serversocket.asp
Should be OK.
#9
06/28/2006 (8:56 am)
I would assume because TNL was ripped out of torque [it is called Torque Network Library] (1) , and you own Torque (2), that you can use TNL without lisencing it because you allready own it (3).

seems like a pretty logical arguement to me

3 follows pretty solidly if 1 & 2 are true.
#10
06/28/2006 (9:28 am)
That is not true Pauliver. The Torque Network Layer is NOT 100% identical to that in Torque. And your Torque license does not give you the right to use only parts of the engine. That's like saying "TSE is built using Torque and since I have a license for Torque I can use TSE since I already own it"
#11
06/28/2006 (11:42 am)
As LabRat notes, the licenses are not the same even though TNL was abstracted from Torque and reconfigured to work with other, non-Torque applications. To use TNL, you would need the appropriate license (GPL for open source, indie for games and companies under $250,000 annual revenue, and commercial for the big guns or non-games applications.
#12
06/28/2006 (7:04 pm)
I do not wish to use TNL, does anyone know of other good libraries under BSD licence or similar?
#13
06/28/2006 (7:28 pm)
Why is it you can't just use Torque's networking? You did say this was something you were building into Torque, so I figure that'd be easiest...
#14
06/28/2006 (7:37 pm)
I have no idea of how well it performs, but HawkNL is open source and released under the GNU Library General Public License (LGPL).
#15
06/28/2006 (7:56 pm)
Quote:Why is it you can't just use Torque's networking?
can torque networking do client to client?
I wish for any player to connect to any player and send an image.
Problem with using torque networking is you can only send string data and in the future i wish to send video so i can't spend time on converting binary to string because of efficiency.
#16
06/28/2006 (7:58 pm)
HawkNL can't be used because of gpl licencing issues, you have to release the whole source.
#17
06/28/2006 (8:11 pm)
It's my understanding that you would only need to make the HawkNL library source (including any changes you made to it) available to others, not the entire source of programs which use it.

Edit: Read the LGPL for yourself.
#18
06/29/2006 (4:03 am)
Quote:It's my understanding that you would only need to make the HawkNL library source (including any changes you made to it) available to others, not the entire source of programs which use it.

From what i understand, its the whole source, can anyone confirm?
#19
06/29/2006 (1:19 pm)
Ive tried a few network libraries with torque but I'm running in to compatibility issues with torque.
Has anyone successfully integrated a network library with torque? Which one?
#20
06/29/2006 (1:28 pm)
You can compile the libary and dynamically link it. If you statically link to LGPL code, you must release the full source. But if you dynamically link to it, you are fine unless you change the source code to the LGPL product itself.

The GPL, on the other hand requires source release regardless of static or dynamic linking.
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