Simple network app
by Sean Richards · in Torque 3D Professional · 04/11/2011 (3:06 pm) · 5 replies
Greetings,
You guys have really changed the way you all do business. I like the new products.
1. I was wondering how hard it would be to use your existing code and to make a semi mini application?
What I want to do is make a small light weight game that requires authentication. I would like to use a light weight encryption on a something close to a realm login server(lack of better terms). Then all active server hosting the game will be listed after the user logs in. At this point the mini application (sort of realm login server) would then pass the client onto the server the user clicks on.
**Note: Before you flame me for attempting to make an MMO I want to clear the air. I don't want to make an MMO. I want to see if I can host about 4 or 5 servers hosting possible 64 players a server. Testing will be required. I want to learn and configure the web plugin and make a game that hooks into a database. I do want to see how well torque handles semi persistent world.
I actually have 2 concepts I'd like to build and put into a browser with a type of login front end connected to an sql database. One is like a fighting game and the other is more like a simple rpg.
2. Can torque handle clothing animations? I won't be using Armor in either one of them and would like to use clothing animation if it's not extremely difficult to integrate.
You guys have really changed the way you all do business. I like the new products.
1. I was wondering how hard it would be to use your existing code and to make a semi mini application?
What I want to do is make a small light weight game that requires authentication. I would like to use a light weight encryption on a something close to a realm login server(lack of better terms). Then all active server hosting the game will be listed after the user logs in. At this point the mini application (sort of realm login server) would then pass the client onto the server the user clicks on.
**Note: Before you flame me for attempting to make an MMO I want to clear the air. I don't want to make an MMO. I want to see if I can host about 4 or 5 servers hosting possible 64 players a server. Testing will be required. I want to learn and configure the web plugin and make a game that hooks into a database. I do want to see how well torque handles semi persistent world.
I actually have 2 concepts I'd like to build and put into a browser with a type of login front end connected to an sql database. One is like a fighting game and the other is more like a simple rpg.
2. Can torque handle clothing animations? I won't be using Armor in either one of them and would like to use clothing animation if it's not extremely difficult to integrate.
#2
04/11/2011 (6:38 pm)
Thanks for the reply. I just want to focus on these two projects and maybe code SQL and other features. Being as I do t want to use armour I want try and render clothing with physic type affects so wind and such affect it. We will see. I have a few books on programming for graphics. I will check out the code.
#3
04/11/2011 (10:44 pm)
@Sean - the Game Programming Gems series is good for some interesting things. I believe I saw a cloth simulation presented in one of the later books (6 or 7) in the series. Netwyrm is right, though - it'll hog resources like there's no tomorrow. It'd be way cheaper to simply create model animations and blends so that it's faked, though you would have to manually modify or create the skeleton and animations in your modeling software.
#4
http://www.garagegames.com/community/resources/view/20795
http://www.garagegames.com/community/resources/view/20818
http://www.garagegames.com/community/resources/view/20843
those will definitely help on the authentication side of your project.
04/12/2011 (8:10 am)
*psst*http://www.garagegames.com/community/resources/view/20795
http://www.garagegames.com/community/resources/view/20818
http://www.garagegames.com/community/resources/view/20843
those will definitely help on the authentication side of your project.
#5
I've not really read up on on how secure the T3D is has protected it's network layer from users dupping gold and weapons, bullets or faking god mode.
04/12/2011 (9:23 am)
Robert, that is some interesting links. I will definitely look into that more detail in the future. Does this touch encryption on the network traffic to help prevent tampering of several known programs? I am worried about dupping and quest hacking.I've not really read up on on how secure the T3D is has protected it's network layer from users dupping gold and weapons, bullets or faking god mode.
Torque Owner Netwyrm
Canopic Games
A game engine really just automates extremely low-level, extremely standard things common to needs of most games.
For example, persistence and how to persist are left entirely up to the developer, who decides what is best for their game. A developer making a single-player game may choose to dump everything to a local text file, using the file functions supplied by the engine. A developer with a multi-player game instead might choose to use a database, using the socket functions supplied by the engine.
The engine itself simply provides a way to call file functions and/or socket functions (or rendering functions, shader functions, networking functions, etc.), usually via a scripting language.
(In Torque's case, scripting means Torquescript, for which many many examples exist to show one how to coax results out of the engine--all of which have to be adapted by a developer to fit their particular game.)
If you have thoroughly thought through all the behaviors you will need to script for your game, then what is left is to learn the specific implementation of an engine and script language, and figure out how to express the needs of your game through script to that engine.
Torque is incredibly flexible and powerful, and can be used to implement all the behaviors you describe--because source is available, a skilled user familiar with C++ can add new tools to build behaviors from via script directly to the engine--but it goes a great deal faster if one is already familiar with the fundamentals of scripting and the specialized terminology used in game graphics programming.
[2] It depends entirely on how you implement your clothing. I'd recommend against simulating cloth directly, it's functionally very expensive, although if you can pull it off I'd really hope you write it up as a resource... :)