Game Development Community

Torque X networking?

by Brian · in Torque X 2D · 05/13/2008 (11:44 am) · 6 replies

Hey all,
I was wondering if when they released the update for XNA 2.0 if networking capability was added or if this functionality would have to be coded by hand.

Thanks,
Brian

#1
05/13/2008 (2:41 pm)
You have full access to the XNA 2.0 networking models. You will have to code them according to the XNA models, however.
#2
05/13/2008 (4:09 pm)
Okay, thanks for the answer David. I keep looking more and more at Torque X since I have a lot of experience in Java and C#. Probably will take a look again when the 3D editor is in, though I haven't played with the XNA 2.0 Networking myself yet. Well, thanks again.
#3
05/19/2008 (7:47 am)
@Brian - Keep in mind that networking WITHOUT using System.Net and rolling your own solution in XNA 2.0 (therefore TX 2.0) requires certain things that may not make your game commercially viable at this point. Those include things such as requiring all people connecting to be Creator's Club members, etc. and you should check the FAQ at the Creator's Club site for all the information.
#4
06/14/2008 (11:18 pm)
So basicly use System.net for all game networking solutions that don't require some funny membership to a Microsoft or creator's club site? Thanks for the info, Use System.Net all the way :)

(Torque Rules)
#5
08/07/2008 (4:56 pm)
Lidgren is a library that has been recommended over there on the Creator's Club side of things.. It's a .NET network wrapper.
#6
08/07/2008 (5:07 pm)
Awesome Kevin, thanks, also, some other things that add commercial viability now which is great that you linked that because then you can have an easier Windows Version as well is the new Xbox Live Community Live Arcade . There was also a recent blog about it here on the Garage Games page.