Game Development Community

Does iTGB Support Peer-to-Peer?

by Dan Pereira · in iTorque 2D · 06/25/2009 (6:51 pm) · 35 replies


Does iTGB Support Peer-to-Peer? Has anyone made a game that supports any kind of network play with iTGB?

-Dan
Page«First 1 2 Next»
#21
07/23/2009 (1:34 pm)
I'm just about to start to try to implement networking into my game, and I had a question:

If I wanted to use the same networking code that is used in TGB, would I would need a central server to host the game? Or could I just have one iDevice be the host and the other be the client? How does Marble Blast Mobile do it?

If I do need a central server, the other option would be to use GameKit and bluetooth, but that would lose a lot of potential customers since it would have to be compiled against SDK3.

Ideally I would like to be able to compile against SDK2.2.1 and have no central server.
#22
07/23/2009 (5:28 pm)
Marble Blast is iTGE which has the full TGE networking.
As such its not really comparable.

But even with iTGB you can have a device play server. You just need a wifi with dhcp inbetween in any case as you can't do adhoc wifi multiplayer. Difference is that iTGB has no realtime targeted networking, only its "RPC call based" one, so that has to be kept in mind for games.

Realtime Networking, as we saw in the 2min presentation at Casual Connect, will be a T2D feature
#23
06/22/2010 (6:28 am)
*bump* Has anyone managed to get network play implemented on iTGB? I'd love to add this to Clay Gunfighters...
#24
06/22/2010 (7:01 am)
Isn't there some GameKit feature in 1.4? We have GameKit integrated with Torque, but not for network play - we could very easily use the same code for network play though - we use bluetooth/wifi P2P but it is for another feature of IWT that I can't reveal just yet ;-)
#25
06/23/2010 (8:46 pm)
Secret features eh? Sounds good!

I'm going to try and get networking in using this tutorial as a basis as it seems pretty well thought out...

http://www.mobileorchard.com/tutorial-networking-and-bonjour-on-iphone/

#26
06/23/2010 (9:28 pm)
..changed my mind, I'm going to try the Torque stuff from the Checkers example first.
#27
06/23/2010 (9:45 pm)
...or maybe not, as it apparently doesn't support Bluetooth. Scott how much work was it to integrate GameKit? Do you have any code for that you can share? Looks like I need to learn Objective C for this.
#28
06/23/2010 (10:44 pm)
Looks like this is the tutorial I need as it seems to cover a basic implementation of Gamekit for Bluetooth.

http://www.devx.com/wireless/Article/43502/0/page/1
#29
06/23/2010 (11:40 pm)
Seb, I'm with a client today - usually work from home - back tonight and I will see what I can pull out and share.
#30
06/23/2010 (11:53 pm)
Hey Scott I think I'm getting there - this Unity tutorial was pretty handy.

http://forum.unity3d.com/viewtopic.php?p=252169

I have it bringing up the Bluetooth search menu now so that's a good start.
#31
06/24/2010 (8:48 am)
Okay Seb, if you need any specific help then give me a shout - it will save me unpicking.
#32
06/24/2010 (8:54 am)
Absolutely I don't want to cost you time, plus it's helping me to learn the language. :-)
#33
06/27/2010 (6:41 pm)
Apparently the next version of OpenFeint (due in autumn) will have full network game support - should be good!
#34
07/06/2010 (4:13 am)
If this is not supported how come there's an option in iTGB called P2P Gamekit Support?
#35
07/06/2010 (4:15 am)
look at the example projects of iTGB 1.4
Page«First 1 2 Next»