Torque 3D client
by Brent Hughes · in Torque 3D Professional · 03/01/2010 (8:46 am) · 2 replies
Hi everyone!
I'm extremely new to Torque, and am just starting into a project of developing a game with some friends. It is going to be an MMO-style game and my contribution to the project is the server architecture along with being a code lackey to the guy in our team who has experience in game design.
I've been playing around with the demos, and I'm already a little stumped. Because it it an MMO I want to take as much intelligence as I can out of the client. However the default seems to be a peer architecture such as you'd use for a LAN game. I don't want the client to have the option to host, for example. I've looked through various posts and found lots of people talking about separating client and server in TGE but I'm not finding much information for T3D.
Is it possible to do this with the binary license? If it's going to require source code tweaking that's fine, but that's something I'd like to know up front before I waste days trying to figure it out on the binary license. Also, if anyone can point me at any resources along this line I would appreciate it.
-Brent
I'm extremely new to Torque, and am just starting into a project of developing a game with some friends. It is going to be an MMO-style game and my contribution to the project is the server architecture along with being a code lackey to the guy in our team who has experience in game design.
I've been playing around with the demos, and I'm already a little stumped. Because it it an MMO I want to take as much intelligence as I can out of the client. However the default seems to be a peer architecture such as you'd use for a LAN game. I don't want the client to have the option to host, for example. I've looked through various posts and found lots of people talking about separating client and server in TGE but I'm not finding much information for T3D.
Is it possible to do this with the binary license? If it's going to require source code tweaking that's fine, but that's something I'd like to know up front before I waste days trying to figure it out on the binary license. Also, if anyone can point me at any resources along this line I would appreciate it.
-Brent
#2
www.torquepowered.com/products/browse/books
03/01/2010 (9:59 am)
I'm reading through "Multiplayer Gaming and Engine Coding." It's written for TGE, but since the networking hasn't really changed between TGE and T3D, everything I've read so far has been very helpful and relevant for T3D. The only prerequisite I would suggest is learning TorqueScript, which can be done through the online docs.www.torquepowered.com/products/browse/books
Associate Rene Damm
The server can either run in-process with the client or out-of-process in a standalone/dedicated configuration. Dedicated still has some issues (mostly scripting-side) in 1.0.1 but these should be resolved for 1.1 final. There's been a couple of threads about this here in the private forum.
I also suggest browsing a little through the client/ and server/ folders in the game scripts.
//Edit
Oh, and forgot... welcome of course :)