Peer to Peer using Torque
by DIAG · in Torque Game Engine · 04/26/2005 (5:19 am) · 24 replies
Hey guys,
I read in some of the documentation that the Torque architecture can be changed from client-server to peer-to-peer, if required. Has anyone looked at doing this?
Cheers
Damien
I read in some of the documentation that the Torque architecture can be changed from client-server to peer-to-peer, if required. Has anyone looked at doing this?
Cheers
Damien
#2
04/30/2005 (1:21 pm)
Sure can be done, I doubt anyone has done it.
#3
09/04/2005 (5:44 am)
I converted Torque to a peer-to-peer architecture...if anyone wants any info, let me know!
#4
09/04/2005 (8:01 pm)
I'd love to hear about it. :)
#5
Damien
09/05/2005 (4:12 am)
Okay - so every peer sets up their own server locally and joins it, as per usual. they then get a list of all other servers of the same type (and therefore all other peers) from the master server. they join each of these servers also. they keep a list of all servers they have joined, and send the same packet to each server when required. However, the controlling server for each peer is their own local server, so this is the only server that each peer receives data back from - simple, eh??? :)Damien
#6
09/05/2005 (10:03 am)
I have a simple peer to peer design, but its kinda broken. I would love more info on yours.
#7
09/06/2005 (3:33 am)
Yeah, no probs...What kind of details would you like - a more detailed explanation or code or....?
#8
09/06/2005 (2:49 pm)
I posted that before I read you last post. So I'm fine, thanks.
#9
My name is peter!
I'm ultra novice programmer ^^;
I relly want to convert Toque p2p.
Pls give me more info and sample code.
HELP ME!
I will waiting your kindness!
peterland@hanmail.net
yakira@gamegraph.com
12/26/2005 (7:36 pm)
Dear DIAGMy name is peter!
I'm ultra novice programmer ^^;
I relly want to convert Toque p2p.
Pls give me more info and sample code.
HELP ME!
I will waiting your kindness!
peterland@hanmail.net
yakira@gamegraph.com
#10
I'm interested also in how to implement a P2P for Torque.
I have a game idea that would actually require limited P2P.
Any chance that I can discuss this with you?
Spelmyst@yahoo.com
03/26/2006 (9:34 am)
@ DIAGI'm interested also in how to implement a P2P for Torque.
I have a game idea that would actually require limited P2P.
Any chance that I can discuss this with you?
Spelmyst@yahoo.com
#11
I'm planning to make a game, in which game players can make teams and compete with each other.
Like in Warcraft 3, they will also encounter monsters that has AI.
I wonder if it can be done by P2P.
Can you give me right direction with this?
thanks in advance.
zzleggam@paran.com
04/22/2006 (5:40 am)
Dear DIAG,I'm planning to make a game, in which game players can make teams and compete with each other.
Like in Warcraft 3, they will also encounter monsters that has AI.
I wonder if it can be done by P2P.
Can you give me right direction with this?
thanks in advance.
zzleggam@paran.com
#12
04/22/2006 (10:19 am)
@DIAG - If you could please read this job posting and contact them. If your looking to make some good cash there is a lucrative contract for someone that has done peer-to-peer networking in Torque as you've described above.
#13
Sorry, I've been a bit out of the loop regarding keeping up with forum posts!
@ Hong Jin Park
I can imagine this can be done using p2p. p2p would be useful if you are having multiple players, but wish the game to continue if someone drops out (think about how mario kart works online - anyone can drop out, but the game still continues with no effect on players). However, I think the consistency issues may be difficult to overcome. It is much more straightforward to just have a single server telling everyone what's going on, rather than having a few peers arguing over what is exactly the state of the world. But again, the problem is that someone has to be the server, or you would have to set up a dedicated server.
@ Tom
Cheers for the link. I'd be interested in doing some of this work, but I have other work commitments I'm afraid! (but you do say "lucrative".......im tempted :P
@Carl
Of course we can discuss it. I'll send you an email.
Damien
04/27/2006 (5:58 am)
Hi all,Sorry, I've been a bit out of the loop regarding keeping up with forum posts!
@ Hong Jin Park
I can imagine this can be done using p2p. p2p would be useful if you are having multiple players, but wish the game to continue if someone drops out (think about how mario kart works online - anyone can drop out, but the game still continues with no effect on players). However, I think the consistency issues may be difficult to overcome. It is much more straightforward to just have a single server telling everyone what's going on, rather than having a few peers arguing over what is exactly the state of the world. But again, the problem is that someone has to be the server, or you would have to set up a dedicated server.
@ Tom
Cheers for the link. I'd be interested in doing some of this work, but I have other work commitments I'm afraid! (but you do say "lucrative".......im tempted :P
@Carl
Of course we can discuss it. I'll send you an email.
Damien
#14
hi, i'm a torque newbie who just decided to use torque for my new game project.
i'm so glad to find this thread.
my plan is that set up a dedicated server (using TCPObject) for handling user accounts, lobby, and database etc... and players joined at the same room play the game using p2p, so anyone can drop out, but the game still continues.
but i can't figure out how to impliment p2p for torque yet.
can you send me how to impliment p2p for torque, more detailed explanations, please?
if you can send me a sample code, i will appreciate it so much.
thank you!
Rookie - kingsw1@hotmail.com
04/30/2006 (10:11 am)
Dear DIAG,hi, i'm a torque newbie who just decided to use torque for my new game project.
i'm so glad to find this thread.
my plan is that set up a dedicated server (using TCPObject) for handling user accounts, lobby, and database etc... and players joined at the same room play the game using p2p, so anyone can drop out, but the game still continues.
but i can't figure out how to impliment p2p for torque yet.
can you send me how to impliment p2p for torque, more detailed explanations, please?
if you can send me a sample code, i will appreciate it so much.
thank you!
Rookie - kingsw1@hotmail.com
#15
05/04/2006 (5:02 pm)
I have a resource in the works that implements a PeerConnection class. It's basically a super-lightweight GameConnection. I use it for communicating back and forth between my cluster of zone servers, which then act client-server with the players. It may be useful for you; I can hurry up on the resource-ization if you think it would be.
#16
i think it will be very useful to figure out how to implements p2p for those who wonder where to start including me.
thanks for your kindness in advance...
05/05/2006 (12:06 am)
@charliei think it will be very useful to figure out how to implements p2p for those who wonder where to start including me.
thanks for your kindness in advance...
#17
05/05/2006 (1:17 am)
@DIAG - If you have the know how it's a well paying gig on a pretty cool project. Drop us a line if you change your mind. ;)
#18
I hope you only want to do like, 2 peers?
I'd just go write some UDP code.... =P
05/05/2006 (9:19 am)
OMG! Surely that'd lag... like... well, hell on 14.4k...?I hope you only want to do like, 2 peers?
I'd just go write some UDP code.... =P
#19
Thank you so much.
@Rookie,
Perhaps, did you read this thread?
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9226
My concept is like this...
Every Client keeps connection to master server until he/she leaves the game.
He/she connects to or hosts game Server using GameConnection.
By above, we can handle the situation, ie. when the gameServer(one of the clients)
leaves before the end of game.
When a game is ended, the game data will be written upon DB.
I know there are so many things to do to complete this concept.
But I choose this as my first step.
Good luck,
Hong Jin
05/06/2006 (6:55 am)
@DIAG,Thank you so much.
@Rookie,
Perhaps, did you read this thread?
http://www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=9226
My concept is like this...
Every Client keeps connection to master server until he/she leaves the game.
He/she connects to or hosts game Server using GameConnection.
By above, we can handle the situation, ie. when the gameServer(one of the clients)
leaves before the end of game.
When a game is ended, the game data will be written upon DB.
I know there are so many things to do to complete this concept.
But I choose this as my first step.
Good luck,
Hong Jin
#20
when clients are playing a game like general MMO FPS games,
though the game master client out of there, .
Can players continue the MMO game without stopping of game?
(the game don't drop out, but the game still keeps.)
other client is equal to new master client,host)
let me figure out the way to impliment p2p
08/03/2006 (7:47 pm)
On the networking architecture of TGE, when clients are playing a game like general MMO FPS games,
though the game master client out of there, .
Can players continue the MMO game without stopping of game?
(the game don't drop out, but the game still keeps.)
other client is equal to new master client,host)
let me figure out the way to impliment p2p
Torque Owner Dreamer
Default Studio Name
This happens automagically when you check the Multiplayer Box in your StartGame dialog.