Game Development Community

Netcode and Torque

by Andy Hawkins · in General Discussion · 05/10/2005 (11:36 pm) · 3 replies

Not wanted to buy Netcode straight away I wanted to know if there's a way I can code a game in Torque to allow for the time when I do have the money to buy the netcode add-on. I guess I would have to allow for multiple player objects, but other than that I'm in the dark.

I've heard of many cases where multiplayer was an afterthought which caused problems for the developers when they added multiplayer late in development.

The game I'm designing is meant to multiplayer straight up, I just can't afford the netcode add on for a few months.

Andy H.

#1
05/10/2005 (11:39 pm)
Netcode is one of TGE's strong points. You don't have to pay extra for it. But there will be a number of choices that you will have to make in terms of network metrics.
#2
05/10/2005 (11:58 pm)
As David mentioned, the torque networking is an integrated system within TGE/TSE, and in development for T2D (which is still Early Adopter).

TNL is provided as a separate package for those developers that want to use only Torque networking, for example within their own "home-grown" game engine, or possibly as part of an external application they want to connect to a Torque server. While it has a few modifications and optimizations designed for this express purpose, there is no real reason to buy TNL if you are planning on using Torque for your game--multiplayer is fully "out of the box" with TGE/TSE/T2D (soon on that last), and in fact one of the strongest points of Torque.
#3
05/11/2005 (12:00 am)
Awesome!!!! Torque rocks - thanks guys.