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Plan for Mark Frohnmayer

by Mark Frohnmayer · 03/18/2004 (3:04 pm) · 10 comments

For quite some time now I've been busy on some really cool (well, cool to me at least :) ) networking technology, and we're about ready to launch it. I was really aiming for a pre-GDC launch, but with all the other stuff going on here, and our GDC announcements and such, we just couldn't quite get all the information together.

Still, to give you a sneak-peek, I've put up the product documentation for the Torque Network Library. Based on Torque's networking engine, TNL has been stripped down and rebuilt as a standalone project. TNL includes everything that makes networked play in Torque games so good, plus it adds robust security, additional DoS protection methods, a really cool RPC mechanism, arranged connections for getting through firewalls and NATs, a master server and much more.

We're going to announce the launch of the product after we return from GDC, including all the licensing details and pricing, but until then, feel free to check out the Torque Network Library Documentation. The documentation should be fairly complete at this point, though I've found that I can always write more or expand an area. The only piece that needs a lot of work is the Getting Started section, but the reason for that will be apparent when we launch (insert special secret suprise here ;) ).

Although some of the class names have changed, the TNL documentation will be of general use to Torque programmers, or really anyone interested in network programming - it contains some good overview information about the design challanges we faced in creating the networking portions of Torque and TNL and the solutions we employ.

Feel free to add any comments or thoughts here...

#1
03/18/2004 (4:24 pm)
Will any of the improvements be rolled back into TGE?
#2
03/18/2004 (4:27 pm)
Not this version of TGE.
#3
03/18/2004 (5:23 pm)
libtom and TNL sounds like a GREAT marriage!! I wrote some very basic AES encryption code into console.cc to allow for encipher/decipher of strings. Cant wait to see the AES imp in TNL!!!!!
#4
03/18/2004 (9:53 pm)
Getting to do the things we know are really important is one thing we feel strongly about at GG. I know bringing out the Torque Network Library as a stand alone technology will prove we're out to change the world. Frequently I've heard gamers saying things like... "boy I wish BF 1942 had Torque netcode it would be sooo sweet." I think our tagline may have to become "changing the way games are played one packet at a time."

If everyone could see Mark's passion for optimizing this awesome code base I think you'd wonder with me how long can he resist making a multiplayer version of Marble Blast?

For our sneak peak at GDC we'll all be sporting buttons that say.. "Ask Me How To Put a Little T'n A in Your Game" - Alex and Ben have to be given proper credit for the original discussion of this marketing strategy - and of course we had to tweak the name of TNL to be the Torque Network Architecture (much to Mark's chargin and ultimate veto for branding purposes), but this is one marketing guy that will take liberties with a little nomenclature for a good button and a creating a little buzz (as Mark alluded we have a big surprise that should create a lot of buzz.. stay tuned for further announcements - some I may even get to make).

Edited because I always need a good proofer
#5
03/19/2004 (1:42 am)
Rock. This is going to be so huge.

By the way, that documentation is *beautiful*.
#6
03/19/2004 (6:56 am)
You can tell sometimes that Jay just wants to explode with these announcements, like a can of soda in a paint-shaker.
#7
03/19/2004 (3:57 pm)
Ben, when you say "not this version", do you mean it would be superfluous for a Torque licensee to buy a seperate license at the time of release?
#8
03/21/2004 (10:38 pm)
Brian, I mean that the TNL will not be rolled back into HEAD any time in the immediate future. The changes are just a little too far-reaching to be able to do it painlessly.
#9
03/22/2004 (12:47 am)
Jay Moore:

On the other hand, your example is not possible. :/
Most of games End User License Agreements forbid such modifications, if it's not opensource already, that is.
#10
03/22/2004 (12:25 pm)
@ Stefan: I think you misunderstood his comment, what I beleive he intended to say was that the next generations of BF games could theoretically purchase the TNA and use it and thus fulfill many gamers dreams. (I'm partial to the unreal engine using the TNA, but thats just because I'm a UT2k3/2k4 junkie)

@ Mark: Awesome work, I love it. I was working on a couple projects using the Torque engine but got frustrated with the vehicle physics and somewhat complex content creation stream, now that the maya exporter is in the works, the TSE is on the horizon and mention has been made that various physics engines had been incorperated with some success I am beginning to once again think Torque is a very viable engine for a high-end FPS.

Congrats guys,
Jeff

(PS I hope you redeemed your beer credits at the pub before it got closed!)