Game Development Community

Tgb And Opentnl?

by C. N. · in Torque Game Builder · 05/23/2006 (3:04 pm) · 6 replies

Sup everybody,

I just noticed that there's an open source version of TNL called OpenTNL? I was wondering what the odds were of getting OpenTNL working with TGB to produce realtime networking?

I wonder what how difficult it would be to integrate a purchased version of TNL into TGB?

Thanks for any insight.

#1
05/23/2006 (3:19 pm)
Did you try Torque 2D/RealTimeNetworking ?
#2
05/23/2006 (3:44 pm)
The main problem is the license applied to OpenTNL ... last time I checked it, it was GPL, which can't be used with TGB (as you are not allowed to give the sources to any one not owning a license as well)
#3
05/23/2006 (4:44 pm)
The license "problem" can be rectified by purchasing a commercial license.

The main problem with OpenTNL and TGB is that there are a bunch of namespace clashes that mean you can't derive from TNL::NetObject and SimObject. At least, not without a lot of work.

T.
#4
05/23/2006 (5:00 pm)
@Joseph Helm: unfortunately that is not available to mere TGB owners. I assume that is a thread for T3D customers on how to use the full networking with TGB nee T2D?
#5
05/23/2006 (7:23 pm)
@Joseph Helm: Thanks for that link. I don't own TGE but I'll think about getting it to accomplish what that article describes.
#6
05/23/2006 (8:17 pm)
A license to TGE would cost less and hook more easily than TNL indie, I believe.