More Clear Networking Tutorials
by Le Roi · in Torque Game Builder · 06/12/2006 (6:53 am) · 25 replies
Hi
Can someone post more networking tutorials ? - the checkers was good , but I would like to see a more loosely-coupled tutorial , thus
Step 1 : This the layout (in the form of a picture).
Step 2 : This is the server Code (and all the callbacks etc)
Step 3 : This is the client Code (and all the callback etc.)
Step 4 : This is how the client and server communicate
Step 5 : .....
Thanks
Can someone post more networking tutorials ? - the checkers was good , but I would like to see a more loosely-coupled tutorial , thus
Step 1 : This the layout (in the form of a picture).
Step 2 : This is the server Code (and all the callbacks etc)
Step 3 : This is the client Code (and all the callback etc.)
Step 4 : This is how the client and server communicate
Step 5 : .....
Thanks
About the author
#2
Another great resource is the source code itself, its really not that hard to follow, if you dig in and take it step by step.
06/14/2006 (1:59 am)
I am working through some networking revamps in my project, I'll try and take some notes to publish on TDN in a few days..Might be of some use to explain the ping/pongs that go on...(Still learning myself).Another great resource is the source code itself, its really not that hard to follow, if you dig in and take it step by step.
#3
06/14/2006 (10:00 am)
Thanks that would be a great help !
#4
Will there be some tutorials or guides on TDN anytime soon?
08/22/2006 (6:06 am)
How is the networking plans coming along?Will there be some tutorials or guides on TDN anytime soon?
#5
08/25/2006 (7:29 pm)
I'm also interested in any information... (espicially any pertaining to real-time networking!)
#6
08/28/2006 (4:02 pm)
I recently released a semi-realtime networking sample (all using the existing commandToClient/Server framework). You can check it out and play it, I plan to release a framework + tutorials for this.
#7
08/28/2006 (4:04 pm)
Btw thanks for the suggestion and comments, keep them coming. This really helps us know what you are looking for (as in reference and presentation) so we can meet that need :)
#8
08/28/2006 (4:37 pm)
Add: for now the checkers tutorials works as a great point for this, until we get more, since it does cover a lot of the structure needed for networking as well as how to communicate back and forth.
#9
Also, did you make any engine modifications or is all that done in torquescript?
09/03/2006 (9:08 am)
Matthew, did you release the code to your demo?Also, did you make any engine modifications or is all that done in torquescript?
#10
Completely done in script using the present commandToClient/Server commands.
09/03/2006 (9:49 am)
Haven't released the source scripts for my demo yet, but I will do so in a framework type structure :) Completely done in script using the present commandToClient/Server commands.
#11
I'd like to create a multiplayer scorched earth type of game but I must keep the projectiles in-sync between all players and I think your game does this but instaed of using projectiles it uses players...
09/03/2006 (11:09 am)
Can you explain a little bit on how you did it then?I'd like to create a multiplayer scorched earth type of game but I must keep the projectiles in-sync between all players and I think your game does this but instaed of using projectiles it uses players...
#12
09/24/2006 (7:04 pm)
Bump, cant wait Matthew.
#13
10/24/2006 (7:30 am)
I'm very interested in the source code too.
#14
10/24/2006 (8:00 am)
Someday we'll get to see it ;)
#15
mattl AT garagegames DOT com
and I'll be sure to send you an unofficial link when I upload it... note though I am willing to take questions I cannot guarantee I will have time to answer them, this is a somewhat 'unofficial' release just you have it as a reference. There are some aspects of the script that get a slight bit complex (I added in a network call batching system and tree quad system for efficiency of checking which trees to burn) though the core network code is actually fairly simple.
10/24/2006 (1:47 pm)
Well I'm completely bogged down with work so won't have time for any 'official' release soon... though anyone who is interested in the source scripts for the demo e-mail me -mattl AT garagegames DOT com
and I'll be sure to send you an unofficial link when I upload it... note though I am willing to take questions I cannot guarantee I will have time to answer them, this is a somewhat 'unofficial' release just you have it as a reference. There are some aspects of the script that get a slight bit complex (I added in a network call batching system and tree quad system for efficiency of checking which trees to burn) though the core network code is actually fairly simple.
#16
I'd love to take a look:
webmaster AT michaelwales DOT com
10/24/2006 (5:16 pm)
Hmm... I tried sending you an email Matthew - but received a "None of your e-mail addresses could send to this recipient" error.I'd love to take a look:
webmaster AT michaelwales DOT com
#17
I agree. I had a look at the current availability of TGB networking tutorials and it is vague and not very comprehensive. Far too many assumptions for a noob like myself to really get into. A step-by-step tutorial is very needed as it is obvious the community wants it. Even a pseudo realtime example would be good as I understand the datablocks in TGB vs. TGE have different implementations. A networking tutorial. I think that would be a good idea.
I for one will try to hack something together this weekend and see what I come up with. If I get anything working, I will post it.
10/27/2006 (1:33 pm)
Re:"More Clear Networking Tutorials"I agree. I had a look at the current availability of TGB networking tutorials and it is vague and not very comprehensive. Far too many assumptions for a noob like myself to really get into. A step-by-step tutorial is very needed as it is obvious the community wants it. Even a pseudo realtime example would be good as I understand the datablocks in TGB vs. TGE have different implementations. A networking tutorial. I think that would be a good idea.
I for one will try to hack something together this weekend and see what I come up with. If I get anything working, I will post it.
#18
Well currently there is still the Checkers Tutorial which covers the concepts of the current commandToClient/Server in a fairly step by step implementation. Even in something as simple as a checkers game the networking takes a bit to learn and plenty of work... though if you plan on doing something like this Fire And Healing demo then the Checkers Tutorial is a great start, then you can use the code i release as a reference.
If you cannot wrap your head around the Checkers Tutorial I highly suggest going through it very slowly and feel free to ask questions. If you won't grasp it in a turn based game it will be that much harder to grasp it in a psuedo-realtime game.
Very true... which is part of the confusion. In fact the TGB datablocks aren't networked at all. All that exists is the commandToClient/Server RPC calls.
10/27/2006 (1:40 pm)
Will remember to send it out to you too Michael... I'm shooting for this weekend (unless I'm busy working at home all weekend)...Well currently there is still the Checkers Tutorial which covers the concepts of the current commandToClient/Server in a fairly step by step implementation. Even in something as simple as a checkers game the networking takes a bit to learn and plenty of work... though if you plan on doing something like this Fire And Healing demo then the Checkers Tutorial is a great start, then you can use the code i release as a reference.
If you cannot wrap your head around the Checkers Tutorial I highly suggest going through it very slowly and feel free to ask questions. If you won't grasp it in a turn based game it will be that much harder to grasp it in a psuedo-realtime game.
Quote:as I understand the datablocks in TGB vs. TGE have different implementations.
Very true... which is part of the confusion. In fact the TGB datablocks aren't networked at all. All that exists is the commandToClient/Server RPC calls.
#19
Yeah, that's what I was gonna start with. The checkers tut and try to hack at that thing :). Ofcourse, *if* you can get your tutorital going, that would be cool as well. I'm gonna start simple and see what happens.
10/27/2006 (2:23 pm)
Hi Matt,Yeah, that's what I was gonna start with. The checkers tut and try to hack at that thing :). Ofcourse, *if* you can get your tutorital going, that would be cool as well. I'm gonna start simple and see what happens.
#20
11/02/2006 (11:46 am)
Ok, I've sent out an e-mail with a link to the source scripts if I missed anyone or if anyone would like to receive it please drop me an e-mail. Again this is an unofficial and unsupported release though I will try to answer any questions.
Torque Owner Dave "Jellybit" Freeman