TGB Particle and Networking Sample
by Matthew Langley · 08/24/2006 (5:01 pm) · 23 comments
Fire and Healing

This is a simple demo I created in a handful of days, by myself, and usually spending no more than a couple hours at a time on it. All of the art from this demo comes with TGB and the only thing that was added was the t2dTextObject resource that is avaialable to Pro users and will be in the next release for both Pro and Binary users.
This demo shows off some of the particle effects in Torque Game Builder (though very little attention has been made to performance) and some networking (all currently existing). Though TGB doesn't support "real-time" networking, for a demo like this the present networking works well and can be even tweaked more.
One team's goal is to burn the forest while the other is to heal the forest.
You can download the demo here.
For Windows
Be sure to check if there are any games running on the master server.
You can also chat by pressing enter, then typing, then pressing enter again.

This is a simple demo I created in a handful of days, by myself, and usually spending no more than a couple hours at a time on it. All of the art from this demo comes with TGB and the only thing that was added was the t2dTextObject resource that is avaialable to Pro users and will be in the next release for both Pro and Binary users.
This demo shows off some of the particle effects in Torque Game Builder (though very little attention has been made to performance) and some networking (all currently existing). Though TGB doesn't support "real-time" networking, for a demo like this the present networking works well and can be even tweaked more.
One team's goal is to burn the forest while the other is to heal the forest.
You can download the demo here.
For Windows
Be sure to check if there are any games running on the master server.
You can also chat by pressing enter, then typing, then pressing enter again.
About the author
Was a GG Associate and then joined GG in 2005. Lead tool dev for T2D and T3D. In 2011 joined mobile company ngmoco/DeNA and spent about 4 years working game and server tech. 2014 joined startup Merigo Games developing server technology.
#2
I'm unable to find any...
Cool demo though!
I'm experimenting myself right now with realtime networking, and I'm almost there ;)
08/24/2006 (8:22 pm)
Hmmm, doesn't it say Code: in the headline?I'm unable to find any...
Cool demo though!
I'm experimenting myself right now with realtime networking, and I'm almost there ;)
#3
That's all I see. Don't know if it was packaged as intended.
08/24/2006 (10:44 pm)
Andre, if you haven't found it yet, there are a couple of scripts in the resources folder.That's all I see. Don't know if it was packaged as intended.
#4
Eventually I will release the code for this in organized sections. If anything it was a proof of concept that a semi-real time networking could be acheived using commandToClient/Server and I think it was fairly successfull. Plus it was a blast to play in the office and it's a blast to see all the particles lol... thats what this is all about, fun :)
08/24/2006 (11:53 pm)
Glad your enjoying it ... Sorry for the confusion about being labeled "Code". That was the closest label I could find, not really a "Demo" label and we didn't want to post it on TDN or it would be restricted to people who own at least some GG license. This is the second of the first three RSS pings we're sending to TGB (click the top right RSS icon in your Level Builder), the next one will be a usable framework for platformer games :) Eventually I will release the code for this in organized sections. If anything it was a proof of concept that a semi-real time networking could be acheived using commandToClient/Server and I think it was fairly successfull. Plus it was a blast to play in the office and it's a blast to see all the particles lol... thats what this is all about, fun :)
#5
This is excellent!
I've been trying to create a "Scorched Earth" clone but am having lots of problems synchronizing the projectiles. I think real-time networking would be the answer.
Can you give me any tips on how you synchronize everything using nothing but commandToClient/Server?
@Andre Lind: Can you share anything about real-time networking with TGB? I'd LOVE to hear anything you can say about it that would help me out with my Scorched Earth clone...
08/25/2006 (7:21 pm)
@Matthew:This is excellent!
I've been trying to create a "Scorched Earth" clone but am having lots of problems synchronizing the projectiles. I think real-time networking would be the answer.
Can you give me any tips on how you synchronize everything using nothing but commandToClient/Server?
@Andre Lind: Can you share anything about real-time networking with TGB? I'd LOVE to hear anything you can say about it that would help me out with my Scorched Earth clone...
#6
08/29/2006 (9:10 am)
Thanks Matt!
#7
09/08/2006 (10:12 am)
Great stuff. Any timeline on when the code for this might be released? The demo is great! But it doesn't help us much if we can't see the code :(
#8
09/12/2006 (6:52 am)
Can you explain what limitations you ran into using commandToClient/Server?
#9
09/24/2006 (6:58 pm)
This is very nice. It would make for a great learning tool. Please post a resource or code so that we can learn from it.
#10
Shall we trust commandToClient and commandToServer for doing small real time Games ?
10/01/2006 (5:25 pm)
Any news for this interesting ressources ?Shall we trust commandToClient and commandToServer for doing small real time Games ?
#11
10/01/2006 (8:33 pm)
Yes, please. This is exactly what I need to get my game kickstarted.
#12
10/01/2006 (8:42 pm)
I also would still like to see the code for this....
#13
10/10/2006 (12:23 am)
As would everyone who has ever existed. :( Shrowded in secrecy.
#14
10/10/2006 (1:03 am)
Hoping to be able to post the source scripts on TDN tomorrow (no promises)... though I still plan to make this a framework so not sure how useful the scripts will be, I need to clean then up.
#15
Any idea on when we'll see those scripts and/or framework?
10/13/2006 (1:48 pm)
Hey Matt - been awhile since I've been one here, but this demo caught my eye!Any idea on when we'll see those scripts and/or framework?
#16
10/18/2006 (10:43 am)
Wow! this is excellent, did you modified the TGB source or how did you managed to do this? amazing!
#18
12/20/2006 (6:06 pm)
err yeah.. I would like to know how you get it to update so quickly. in my trials only the client running on the server machine updates the remot client quickly while the remote client takes forever to update the client running on the server box.. what gives?
#19
10/12/2007 (7:46 pm)
This is cool, but where's the code?
#20
02/26/2008 (6:28 am)
Matthew, please, share the code... 
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