Torque For Single Player Game
by Kevin Reay · in Torque Game Engine · 02/01/2003 (12:05 pm) · 5 replies
Hey all,
This is my first post in the fourm so this may have already been addressed, but not where I could find, so...
I've been working with Torque for about a week, learning the scripting and making small edits to the engine source but, and this seems like a fairly complex problem, I want to develop a small single player game but the entire engine seems pretty tightly tied to a multiplayer setup. Even a "single player" mission creates a server, then connects to it, as far as I can tell. Can anyone recommend a easy way to setup the game to not need to create/connect to a server to launch a mission?
Thanks,
Kevin
This is my first post in the fourm so this may have already been addressed, but not where I could find, so...
I've been working with Torque for about a week, learning the scripting and making small edits to the engine source but, and this seems like a fairly complex problem, I want to develop a small single player game but the entire engine seems pretty tightly tied to a multiplayer setup. Even a "single player" mission creates a server, then connects to it, as far as I can tell. Can anyone recommend a easy way to setup the game to not need to create/connect to a server to launch a mission?
Thanks,
Kevin
About the author
#2
Well, I believe Halflife actually didn't do it this way. In a torque single-player mission, a server is created on the local machine and then the game connects to that server (is this correct?). Then all movement is sent to/from that server through networking. Halflife didn't setup/use networking for the single player stuff.
Kevin
02/01/2003 (12:23 pm)
Hey,Well, I believe Halflife actually didn't do it this way. In a torque single-player mission, a server is created on the local machine and then the game connects to that server (is this correct?). Then all movement is sent to/from that server through networking. Halflife didn't setup/use networking for the single player stuff.
Kevin
#3
Even in single player. The thing is, the server uses the loopback address, which is pretty much instantaneous.
02/01/2003 (12:34 pm)
Umm... I think it did, actually. It's a heavily modded Quake 1 engine, and Quake 1 used that exact architecture: client/server w/ network communication.Even in single player. The thing is, the server uses the loopback address, which is pretty much instantaneous.
#4
Oh Really? Well, my bad.
Ok, then, I'll leave it as is, and just rip out the stuff in the scripts that activates true multiplayer stuff.
Cool, thanks.
Kevin
02/01/2003 (12:40 pm)
Hey,Oh Really? Well, my bad.
Ok, then, I'll leave it as is, and just rip out the stuff in the scripts that activates true multiplayer stuff.
Cool, thanks.
Kevin
Torque Owner Mz
Half-life had an extensive single player game, and they used the exact same client/server structure in single player games.