Game Development Community

A couple of questions on Torque.

by CdnGater · in Torque Game Engine · 04/27/2004 (11:17 am) · 5 replies

Hello

I have just recently aquired access to the TorqueSDK. I have a couple of questions and have searched the forums with no success for answers. If there is a forum topic that answers a question I would appreciate the link. Thanks.

Oh btw, I know everything is possiable via coding, so only real answers please.

1) Has anyone changed the way the player movement sends data over the network? What I would like to do is implement a waypoint movement system. This would only require waypoint location, not a constant stream of movement data at every point. If not, any idea on how to do this?


2) When running a dedicated server, what resources get loaded? For instance, does the texture of the landscape/interiors/dts files get loaded?


3) Is there a document or something that defines what needs to run on a sever vs what needs to run on a client. For example: Collision is done where? Server? Does that mean all objects have to be loaded on server?


4) Is is possiable to run multi-missions in the same server at the same time? Is it possiable to run more than one server on a computer? Or you can only run one Mission per server per computer?


Thanks
Simon

#1
04/27/2004 (11:20 am)
2. No. You *can* do this in script, to force the app. run certain processes, but as default; no.

3. Collision is done server side, of course.
I'm not sure on this one but I think all objects are loaded on the server, yep. At least the collision info.

4. Yep yep & yep. We do this all the time, two of our zones are on the same machine. Works great, just use different ports.
#2
04/27/2004 (5:33 pm)
Stefan,

Thanks for responding.

> 2. No. You *can* do this in script, to force the app. run
> certain processes, but as default; no.

Oh, no, I don't want to do it. Just wanted to make sure the server didn't do it..


> 3. Collision is done server side, of course.
> I'm not sure on this one but I think all objects are loaded on
> the server, yep. At least the collision info.

I assume that it's possiable to have client side only objects? For instance, tops of trees? They would not be required for collision in my case, so they would not need to be on the server.


> 4. Yep yep & yep. We do this all the time, two of our zones are
> on the same machine. Works great, just use different ports.

Ok, so your running two dedicated server instances on the same computer. That I can deal with.

I have more questions now. I know these answers will depend on hardware and memory usage.

5) Is there any limit to the number of interiors/dts objects in a mission? For instance, say for some insane reason I wanted trees/or building on every inch of landscape. It is possiable? I've seen complex zones in Tribes 2 (to me anyway).

6) What considerations would I need to be aware of if I wanted to put a small town complete with interiors in a mission?

7) Going with the small town, whats better for display?
a) Lots of small interiors? (1 for each building)

b) Or larger interiors for blocks of buildings.
7.a)
Is there a way to put portals on the terrain. I am thinking
how can I not display a block of buildings if they are
behind a closer block.



Does anyone have any thoughts on question 1 in my original post?
EDIT: I think I just found an answer to my question in the following post.
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=3645


Thanks
Simon

Sorry if this has been covered. I know I have work, just trying to get my bounds first.
#3
04/27/2004 (7:04 pm)
Regarding question #1 in your original post, don't worry about it ;) (player movement streaming that is)

On the pull down tab at the top of the web page, set it on "Resource", put "waypoint" in the search box and hit "Go". You'll find that others have done this already and told the rest of us how. Regards to the information being sent, Torque does a great job of taking care of those detials on it's own.

Regarding questions 1,3 and 4 in your original post, you sound very much like someone who just came from 3D Game Studio, as I have. Am I right?

If I am, I'd be happy to give you my experience since I've changed software and which things you'll have to think a little differently on if you're used to scripting 3DGS.
#4
04/27/2004 (7:24 pm)
In torque the client is an UNTRUSTED which means just about everything is done on the server and broadcast to the clients. Things like prediction are done on the client to smooth out the motion on high latency connections but the server has the final say on what is where and when.

that said, you have the source you can make it behave how ever you want.
#5
04/27/2004 (8:45 pm)
David:

Thanks for the response,

The only thing I found was AI waypoints, not player based. Maybe I just need to look into how AI Waypoints work and then apply the same to players.

No, I did not come from 3D Game Studio. But I have been working in client/server for a large number of years, and recently Ogre for front end. I'm just not use to thinking client/server with one app. So I am not sure about servers. But on that note. Any help is appciated.

Jarrod:

Thanks for the response,

Oh I know clients are untrusted. Have been for years. I'm just trying to figure out what torque does when its a client vs what it does when its a server.

I'm going though the source as fast as I can, I know I can change it to what I want. I just need to understand some fundamentals about torque first before I start making my changes.