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question about making sure if Torque2D is fit for my project

by dimiav · in Torque Game Builder · 10/21/2011 (3:27 am) · 3 replies

hello,

before I buy and start Developing in Torque 2D
I want to make sure that this Engine has the Technical Abilities I need

my plan is to create an Multiplayer game which works in Server-Client Network Architecture

I need the Server to be able to send and receive the values of variables I set to all the clients, I don't care from Collision check or any other Functions.
for example if "Sprite 1" is moved to (x,y) position, then I can send from the server to all the other Clients the new position at near real time

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#1
10/21/2011 (5:53 am)
I'm not the definitive source for networking (or anything for that matter) but my understanding is that the current networking layer in TGB is well suited for turn-based network games but not for near-real-time.

It's likely the number of players and amount of data will affect how often the client/server updates can be executed to get close to real time.

That being said, a savvy C++ programmer could certainly expand the source provided with Pro and accomplish this.
#2
10/21/2011 (12:24 pm)
@dimiav - Patrick is correct. The networking in Torque 2D is turn-based. To get real-time, you will need to modify the source code.
#3
10/21/2011 (1:11 pm)
Game Maker has an Excellent DLL called 39dll which implements real time networking,
it was written in C++

is it possible to use call for functions from external DLL in TGB 2D ?

I have been reading about bringing some files from old TGE, it seems very weird method, and seems impossible because you need to buy another software and not only that this TGE is not available either way anymore