Torque and.. Java?
by AzraelK · in General Discussion · 06/24/2002 (10:25 am) · 1 replies
This may sound silly at starters.. at the middle, and a little bit at the end, however I have been researching and found something that may intrest you. Other than homelan (which is available for us thanks to the excelent gg team! ;) ) there is some difficulty hosting your game if you dont rent a dedicated server ($$$) thre problem is homelan is great for regular online games. But if you are interested in MMOGs like MMORTS or MMORPG or (good lord) a MMOFPS you are going to have it very difficult at ANY server specially for beta testing. (unless you use the butterfly grid www.butterfly.net , which is about the same price than a dedicated server)
Well thats unless you use JAVA. =)
The thing about java is that is commonly used for MUDS (yeah those multiplayer text based games) believe it or not, muds are still pretty popular this days, and mud hosting is common and relatively cheap (from $10 to $40 a month) in addition MUD source code is a dozen a dime, is not easy to code or understand mind you, but its terribly easier to find than the code for an MMORPG server. =)
Considering JAVA speed Im I speaking nonsense? well.. check here www.runescape.com this is a FREE mmorpg completely based on java (with 3d graphics that is) im not saying is easy, but as you can see it is possible.
So ... what Im I talking about ? if you sum this with the TGE and add a ton of work, redoing most of the net code, we are talking about something very interesting here. =)
Unfortunately Im not a java expert (yet) so if you are interested in participating in a project using this theory, drop me a line and we can work on it together. There is a lot of experimentation involved, but research has always been a major interest of mine. =)
(as a matter of fact the research process starts here by dropping this info on the flame blender, and see what the experts have to say about it ;) )
Anyways if you actually find this useful it would be nice if you mentioned me (AzraelKans) or burningrose in the credits.
Hope this helps! =)
may the torque be with you...
Well thats unless you use JAVA. =)
The thing about java is that is commonly used for MUDS (yeah those multiplayer text based games) believe it or not, muds are still pretty popular this days, and mud hosting is common and relatively cheap (from $10 to $40 a month) in addition MUD source code is a dozen a dime, is not easy to code or understand mind you, but its terribly easier to find than the code for an MMORPG server. =)
Considering JAVA speed Im I speaking nonsense? well.. check here www.runescape.com this is a FREE mmorpg completely based on java (with 3d graphics that is) im not saying is easy, but as you can see it is possible.
So ... what Im I talking about ? if you sum this with the TGE and add a ton of work, redoing most of the net code, we are talking about something very interesting here. =)
Unfortunately Im not a java expert (yet) so if you are interested in participating in a project using this theory, drop me a line and we can work on it together. There is a lot of experimentation involved, but research has always been a major interest of mine. =)
(as a matter of fact the research process starts here by dropping this info on the flame blender, and see what the experts have to say about it ;) )
Anyways if you actually find this useful it would be nice if you mentioned me (AzraelKans) or burningrose in the credits.
Hope this helps! =)
may the torque be with you...
Associate Kyle Carter
If you had Your Own Servers to test with, I'd suggest doing a shard approach like Butterfly and Everquest and so forth use, wherein you use a normal set of torque servers for specific areas...
I can't speak authoritatively, but it seems like it'd be simpler to scale down the torque net code for an MMORPG - if one were to reduce update frequency on objects, and perhaps modify the interpolation/prediction code, it seems like the bandwidth usages of the code could be readily shaped to fit the requirements of an MMORPG. After all, if it's efficient enough for real time, it should be plenty good for something like a MMORPG.
Of course, there's nothing to say you couldn't add an RPC module to TGE to allow you to interact with a server running Java or what have you. In fact, adding support for XMLRPC or SOAP (or something more esoteric/efficient) would be cool in and of itself.
Or you could even add Java support to the engine (though at that point you might as well just stick with the existing script language, since it's already there).