A Challenge for GG that would help a lot of us out...
by Scottie Sirius · in Torque 3D Professional · 02/12/2010 (4:39 pm) · 29 replies
I'd like to 'challenge' GG to take the warrior camp level or something similar with a sky, a terrain, some buildings and some AI and put it on a dedicated server for multi-player and let it run. Then package up a client for any and all of us to download and check out.
Make both directory structures available for Pro owners.
This would help a lot of us by showing how to separate client from server and would demonstate the multi-player, online capabilities of T3D. It would also serve as a place to get together to chat up the engine. Why are we doing IRC when we have a top-of-the-line 3D environment we could be chatting in? Picture "Torque World!"
Anyone else like to see this done?
Make both directory structures available for Pro owners.
This would help a lot of us by showing how to separate client from server and would demonstate the multi-player, online capabilities of T3D. It would also serve as a place to get together to chat up the engine. Why are we doing IRC when we have a top-of-the-line 3D environment we could be chatting in? Picture "Torque World!"
Anyone else like to see this done?
About the author
Creating the AlterVerse! www.AlterVerse.com
#22
Most people since TGEA days likely set it to 32, 450 or 32, 800
the message rate is a thing that anyone would want to raise as servers as network connections allow it for years to handle it.
02/13/2010 (5:16 pm)
The main problem with these settings is the datablock syncronization, yeah.Most people since TGEA days likely set it to 32, 450 or 32, 800
the message rate is a thing that anyone would want to raise as servers as network connections allow it for years to handle it.
#23
02/13/2010 (6:12 pm)
I usually just set for 32, 450 - but noticed (cos of a typo) packetsize goes to 1500.
#24
I think I read somewhere that asian ISP tend to be around the 1300 - 1400 area.
But already by uping it to 1300 you get a much much higher throughput, although its debatable if this is required at a packet rate of 32
02/13/2010 (6:15 pm)
for security, I would assume you can go up to 1492, thats the "other" MTU of some of the ISP.I think I read somewhere that asian ISP tend to be around the 1300 - 1400 area.
But already by uping it to 1300 you get a much much higher throughput, although its debatable if this is required at a packet rate of 32
#25
02/13/2010 (8:21 pm)
Watching the net graphs, I have noted that Torque is amazingly efficient. I am going to try the suggested settings now and see what they do--the "defaults" were awesome... cranking it up for broadband should be intriquing. The default networking is one of Torque's strengths.
#26
the higher settings are primarily needed for the mission start phase when the datablocks are sent as the settings are contraproductive for this timeframe.
also for people doing local games, higher settings are definitely beneficial (unless they have afx or a similar datablock caching integrated)
02/13/2010 (8:24 pm)
fully agreed, its hard to beat it. The only other networking I'm willing to put on a similar if not higher level is the Quake one.the higher settings are primarily needed for the mission start phase when the datablocks are sent as the settings are contraproductive for this timeframe.
also for people doing local games, higher settings are definitely beneficial (unless they have afx or a similar datablock caching integrated)
#27
$pref::Net::PacketRateToClient = "10";
$pref::Net::PacketSize = "200";
And how does it relate to this bit in gameConnectionEvent.cpp
if( Sim::findObject( id,obj ) && dStrcmp( obj->getClassName(),mObj->getClassName() ) == 0 )
{
U8 buf[1500];
BitStream stream(buf, 1500);
mObj->packData(&stream);
stream.setPosition(0);
obj->unpackData(&stream);
obj->preload(false, errorBuffer);
}
02/16/2010 (2:33 pm)
So what file is this found in? And what should the settings be?$pref::Net::PacketRateToClient = "10";
$pref::Net::PacketSize = "200";
And how does it relate to this bit in gameConnectionEvent.cpp
if( Sim::findObject( id,obj ) && dStrcmp( obj->getClassName(),mObj->getClassName() ) == 0 )
{
U8 buf[1500];
BitStream stream(buf, 1500);
mObj->packData(&stream);
stream.setPosition(0);
obj->unpackData(&stream);
obj->preload(false, errorBuffer);
}
#28
It's preferences you want to alter ... if you want to alter. You can change the defaults somewhere in the core directory.
02/16/2010 (4:18 pm)
torqueconfig.h issues a warning about these sort of changes.Quote:
/// Enable this define to change the default Net::MaxPacketDataSize
/// Do this at your own risk since it has the potential to cause packets
/// to be split up by old routers and Torque does not have a mechanism to
/// stitch split packets back together.
It's preferences you want to alter ... if you want to alter. You can change the defaults somewhere in the core directory.
#29
So back on topic. Who would like to see GG put up a server and make the info available to us? Don't we have enough to do/learn without getting into network code? I'd like to drive this car one of these days. I'm tired of being under the hood all the time!
02/16/2010 (6:32 pm)
You know...it would be nice if we didn't have to be a highly skilled c++ programmer, a game networking genius, a proficient modeller, texture artist, level designer, audiologist and insomniac in order to create a multi-player, online game with T3D. Which is why I suggested that GG put a week or so into getting a server up on the net and doing the tweaking for us so at least the clent and server were separated and the networking was optimized for todays higher speed networks. That's one piece that it would just be nice to have in place out of the box.So back on topic. Who would like to see GG put up a server and make the info available to us? Don't we have enough to do/learn without getting into network code? I'd like to drive this car one of these days. I'm tired of being under the hood all the time!
Torque 3D Owner Joshua Halls (Xerves)