Game Development Community

Can I not use the network features in the engine?

by Eric Robertson · in Torque Game Engine · 09/26/2002 (12:42 pm) · 3 replies

Im looking into putting a 3d front end on an existing multiplayer game, and I wandering how integrated the existing network features are and if I can use my own.

Also, Anyone know the average bandwidth consumed by a avg 32 player game using the existing Torque network code? Estimates on 128 players?

Thanks,
Blitz

#1
09/26/2002 (1:13 pm)
You get ALL the source code.

Therefore, you can do whatever you want. :)

As far as bandwidth estimates -- I don't remember; I think that past 128 players it REALLY starts to get limited. I believe this may have had something to do with the way that the client/server relationship works with physics, but I don't really know, not having Torque.

Anyone care to answer that one?
#2
09/26/2002 (1:44 pm)
I'd also be interested in hearing rough figures, too; I imagine that it depends heavily on update rates and the like, but...

Surely there's a grizzled old Tribes2 server admin ;) out there that has some rules of thumb?
#3
03/03/2003 (4:32 am)
Yeah - it's quite easy to calculate

Typical settings for a T2 server is a packet rate of 32 / sec, with each packet being 450 bytes (this can be downscaled, but those are the typical best settings for everyone but modem users)

So the server sends 32 * 450 bytes/s to each client = 14400 bytes/s. 32 clients = 460800 bytes/s. So roughly 460 kb/s.

If a standard game takes an hour, it will send 3600 s * 460 kb/s =~ 1.5 GB

This is only from server -> client. Client sends data to the server too - but at a lower rate.

A 128 person game would then be =~ 1.8 mbit/s - 1 hour play =~ 6.5 GB of data - still server->client only.