Torque 2D and multiplayer resources
by William Urban · in Torque Game Builder · 05/07/2005 (8:40 am) · 3 replies
I am pretty excited about the Torque 2D engine, I have the RTS and SDK already and although I'm kind of just learning the ropes and getting my head wrapped around everything, I had a question about the multiplayer aspect of Torque 2D. Because there seems to be less going on from a technical standpoint and only one plane of move/shoot etc, will we be seeing more massive 2D games like sub space with 100+ people all shooting each other or some sort of top down tank game or rts game with hundreds and hundreds of units or will it be still around 16-24 people that can play.
Thanks!
-Will
Thanks!
-Will
#2
If your completely ambitious and can figure out how to zone the networking you could probably put in way more then that.
I guess it really is a wait and see. Firstly to see how the networking will handle physics.
Until then it's just guess work.
05/07/2005 (8:56 am)
Due to how much less data 2d code would be sent over the network, I really don't think 100 people will be hard at all.If your completely ambitious and can figure out how to zone the networking you could probably put in way more then that.
I guess it really is a wait and see. Firstly to see how the networking will handle physics.
Until then it's just guess work.
#3
Your appearance is still defined by a datablock, so that's not an issue. (isn't it?!)
But then I really don't know all that much about T2D. What else is different, network-wise?
05/10/2005 (6:07 pm)
Why would the 2D engine have that much less data to send? You don't have a 'Z' component to your location, orientation, and velocity, but I can't really think of anything else that would change. Your appearance is still defined by a datablock, so that's not an issue. (isn't it?!)
But then I really don't know all that much about T2D. What else is different, network-wise?
Torque 3D Owner Matthew Langley
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