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Some doubt about NetObject And Ghosting

by Hugeone · in Torque Game Builder · 03/15/2006 (5:44 am) · 6 replies

Hello :
It is said in Document that "One of the most powerful aspects of Torque's networking code is its support for ghosting and prioritized, most-recent-state network updates". An object derive from NetObject can be ghost to remote . I think some Objects derive from t2dSceneObject or t2dStaticSprite require to be ghosted. Unfortunately, t2dSceneObject do not derive from NetObject. What can I do ?
Thanks your time.

#1
03/15/2006 (6:01 am)
Torque 2D doesn't have any real time, server-client networking model at the moment.

Here's the TDN article on adding networking to T2D. - Note that you must have TGE to do this, as you'll be ripping most of the code from it, and you should be fairly comfortable with Torque source/C++.

Why do you need to network scene objects/static sprites anyway? I'm positive that getting full on TGE-style networking(server-client model, ghosting, scoping, ect) is going to be more than a pain in the ass. What sort of game are you making? You might not need real time networking after all...
#2
03/15/2006 (6:27 am)
Thanks Josh:
I want to make a mmorpg game. May I need real time networking?
#3
03/15/2006 (6:37 am)
If it is one that players do something an see the reaction of the world straight away, then yes.

But if it is more like browser based MMORPGs, then no.
#4
03/16/2006 (7:21 am)
I find SceneObject is derived from netObject in TGE. but T2dSceneObject is derived from SimObject in T2D. When will T2dSceneObject be derive from netObject ? next release?
thanks your time
#5
04/04/2006 (3:49 pm)
Hey!

Im making an mmo, which works and is optimised....

It requires some hard work.... (I.E. you have to manually code each packet)... But it is required for MMOs anyways... (Just wait until you hit the 100 user barrier!)

But when/if I make my MMO, I might botch the source off cheap xD. (Not for the game, just MMO net code... and extra classes).

And ive designed the code in mind of this!
#6
04/05/2006 (2:17 pm)
Just make sure you use a netlib that does compression (and maybe encryption) to save you bandwidth.