Can TGB handle player movements over a network?
by John Klimek · in Torque Game Builder · 04/29/2006 (3:14 pm) · 5 replies
I'd like to create a multiplayer game (over tcp/ip of course) that involves several players moving around the screen. The movement wouldn't be tile-based but coordinate (?) based (so that the movement is very smooth).
I'm not sure how TGB can handle this and compensate for lag, etc...
Can anybody point me in the right direction?
I'm not sure how TGB can handle this and compensate for lag, etc...
Can anybody point me in the right direction?
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#2
04/29/2006 (9:31 pm)
I'm confused... is this Open TNL already implemented into TGB?
#3
05/02/2006 (12:54 pm)
Anybody else know if what I want to do is possible?
#4
The possibility doesn't lie with the engine so much as the developer. For example Tom Bampton has done some great work with his network implementation. I don't know if it will work in every instance or even any instance he did not design it to work in, but he's done a great job. But he also has quite a bit of experience with the Torque platform. I don't know if 1) your experience level with TGB/TGE/TNL is high enough or 2) your networking experience is high enough.
Having the full source means that nearly anything is possible, but it doesn't mean that it is necessarily feasible or probable.
What is your networking experience? What is your Torque experience? Do you think that you can adequately change the a networking model in code or do you think that you will have to contract it out?
EDIT: Added a link to Tom's RT Networking article on TDN.
05/02/2006 (1:07 pm)
No. TGB has a "stripped down" version of networking implemented--or more accurately, a limited hook into the underlying network interface of TGE. You can, however, hook into the underlying network layer even further. You will want to do so with care, though, as physics, collisions, particles, etc can strongly impact your performance.The possibility doesn't lie with the engine so much as the developer. For example Tom Bampton has done some great work with his network implementation. I don't know if it will work in every instance or even any instance he did not design it to work in, but he's done a great job. But he also has quite a bit of experience with the Torque platform. I don't know if 1) your experience level with TGB/TGE/TNL is high enough or 2) your networking experience is high enough.
Having the full source means that nearly anything is possible, but it doesn't mean that it is necessarily feasible or probable.
What is your networking experience? What is your Torque experience? Do you think that you can adequately change the a networking model in code or do you think that you will have to contract it out?
EDIT: Added a link to Tom's RT Networking article on TDN.
#5
I'm really not very experienced with Networking either, but I've written simple messaging protocols in Delphi (eg. sending packets that have opcodes and data associated with them).
However, I'm not at all experienced with multiplayer game networking (eg. sending player updates every "tick", handling player movement synchronization, etc)
All of my game ideas heavily revolve around multiplayer so I'd really like to figure something out and get it working.
Basically, my ideas involve having several players on a screen (lets say 4 to 12) and players can attack each other. We can keep it as basic as "if player A is next to player B he can press 'A' to kill that player". Well, I need to keep track of player movements (per-pixel, not tile-based) to see if players are close enough to attack each other. One player might THINK he's close enough but actually he's lagging and is actually not close enough at all.
I'd really, really like to create games like this so I'll learn or do whatever it takes, just point me in the right direction =)
05/02/2006 (1:35 pm)
Well, I don't have very much Torque experience and I'm also not very experienced with C/C++ although I'm a Delphi developer and have to read Win32 API all-the-time so I'm familar enough to understand and change basic stuff.I'm really not very experienced with Networking either, but I've written simple messaging protocols in Delphi (eg. sending packets that have opcodes and data associated with them).
However, I'm not at all experienced with multiplayer game networking (eg. sending player updates every "tick", handling player movement synchronization, etc)
All of my game ideas heavily revolve around multiplayer so I'd really like to figure something out and get it working.
Basically, my ideas involve having several players on a screen (lets say 4 to 12) and players can attack each other. We can keep it as basic as "if player A is next to player B he can press 'A' to kill that player". Well, I need to keep track of player movements (per-pixel, not tile-based) to see if players are close enough to attack each other. One player might THINK he's close enough but actually he's lagging and is actually not close enough at all.
I'd really, really like to create games like this so I'll learn or do whatever it takes, just point me in the right direction =)
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