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WinterLeaf Entertainment, DotNetTorque and OMNI

by Paul Yoskowitz · 05/29/2012 (11:49 am) · 8 comments

Currently, WinterLeaf Entertainment, L.L.C. is currently focused on the release of "DotNetTorque". "DotNetTorque" is a solution which wraps the Torque 3D DLL and provides a C# alternative to TorqueScript. Included in this product is the complete "Starter.FPS" converted into C# in a line by line conversion format from TorqueScript to C#. Another keynote of the solution is Visual Studio 2010 Intellisense of the Torque 3D engine calls, methods, and functions. Finally, other odds and ends in the solution will be minor C++ changes to improve or correct T3D engine functionality, sample projects and documentation.

In the time span of a week or so, we will be looking at testing "DotNetTorque" in a player load situation. This will be used to evaluate how the modified engine can withstand 60+ players and 300 plus AI moving around in the same dedicated server. Our goal is to determine what the theoretical max is of the engine in regards to AI/Players/Objects. When this period begins, WinterLeaf Entertainment, L.L.C. will be releasing a small installer based on our Auto-Updater to distribute the client software. Even though we have tested the Auto-Updater under a simulated load, we have not been able to test it under a real load of 100+ simultaneous users.

We plan to run client testing for at least a month to find mistakes in the code base and apply optimizations. Upon completion we will add our finishing touches to the code, documentation and samples and put the "DotNetTorque" product for sale on the GarageGames.com website pending negotiations. Our goal is to have a clean and stable release so that our user base will not feel disenchanted or overwhelmed by the final product.

So, that's what the current projects are. What about the future?

The future is bright at WinterLeaf Entertainment, L.L.C.; our intention from the very beginning was to build a MMO on top of T3D. We have never veered from this goal and have continued to work on it even though most of the programming staff has been focusing on "DotNetTorque". The core
functionality of "DotNetTorque" will be used as the foundation for the OMNI development Suite being developed in the next development cycle.

Included in the next development cycle will include:

* Splitting the Client and Server into separate programs.
* Designing the plug in system which will be used for chat servers, GUI API, etc.
* Database architecture.
* Review of the game requirements, put forth in the requirements documents to ensure they are achievable in a timely fashion.

I don't prefer to be a fortune teller, but we see in our near future (next 12 months or so) a MMO Development Suite that will handle 80 percent of base MMO code requirements. We are not making a MMO clone, or a "Create MMO now!" button. Instead, our goal is to give solid development teams a solid foundation in which they may utilize to build their dream, or nightmare with.

While right now WinterLeaf Entertainment, L.L.C. is mostly known for the coding projects, the company also has a very talented art team working on MMO geared art assets. These are art assets which present themselves in a high quality leveraging known MMO techniques while still using very low poly counts.

All of this will be rolled into our own MMO, "Dawn of Ascension". This game will be used to showcase our work and prove that our approaches, technology and visions are stable and well executed.

So, when will all this be done?

There is no date for completion. I believe that the art will start going through its testing soon. "DotNetTorque" and the Auto-Updater are already in testing and gearing up for its grand debut. As for the rest of our projects? That's all up in the air at the moment. We'd rather have a good product than a poorly executed nightmare. I will say that if we can get some more programmers/artist in, things will be produced faster. That's just the nature of this beast.

So there you have it. The best outline that I can give as far as what our plan is. If you have any questions, you can contact me at pyoskowitz(at)winterleafentertainment(dot)com or you can follow us on FaceBook or our website www.winterleafentertainment.com.

Paul Yoskowitz

#1
05/29/2012 (12:20 pm)
This one:
Quote:Splitting the Client and Server into separate programs.
sounds damn good for me! Have been wanting to do that aswell but I don't think I will find the time for it unfortunately! :) Gj i always like reading your blogs, I love the transperency!
#2
05/29/2012 (4:52 pm)
That load test sounds awesome! Good job!
#3
05/29/2012 (6:18 pm)
Quote:We'd rather have a good product than a poorly executed nightmare.
Im saving that line for future use :)
#4
05/30/2012 (4:24 pm)
I've been gone a while, but I know I would be more than willing to come back here just for this release. I refuse to learn c++ right now but I am learning C# and I have a strong feeling this will bring a lot of people to torque from other engines such as Unity (myself included). Strongly looking forward for this release!

I do have one question though, will the DotNetTorque wrapper include Torque 2D or just Torque 3D?
#5
05/30/2012 (5:33 pm)
@John
You're reaction is pretty much what we were hoping for. We are wanting to bring GarageGames back on the map - esp for the MMO arena.

As far as Torque 2D goes: our focus is T3D. We dont want to loose focus by spreading ourselves too thin.

Now, that being said, if someone wanted to join WLE for a specific purpose for something like that, then that would be totally different. We just dont have the manpower to dedicate to more than one project. Believe me when I tell you, this is no small project! ROFL!
#6
05/30/2012 (6:02 pm)
I can only imagine how large something like this would be! I understand the part of not wanting to lose focus. That's a smart move.
#7
06/18/2012 (11:58 am)
I wonder on the status of DotNetTorque,
is it still on testing stage?
#8
06/25/2012 (12:34 pm)
sounds like it is dead project, 1 month since last reply from OP,
unless he does not get any thread notices by email

was looking forward to it,too many great projects get started but sadly very few finished.

:-(
ohh well