Does TGB support Massively Multiplayer?
by Roshan Kuriyan · in Torque Game Builder · 12/21/2006 (11:35 pm) · 3 replies
Hi,
Does TGB support massively multiplayer online games? I know that there is a game "Pachinko" which supports MMO but I want to know whether the networking code is already present in TGB or we have to take it from TNL and integrate it to TGB?
Or any MMO kit readily available for TGB like the ones for TGE and TSE?
Does TGB support massively multiplayer online games? I know that there is a game "Pachinko" which supports MMO but I want to know whether the networking code is already present in TGB or we have to take it from TNL and integrate it to TGB?
Or any MMO kit readily available for TGB like the ones for TGE and TSE?
#2
01/11/2007 (2:09 pm)
Also, does it support the turn-based functionality I see in the Checkers tutorial over the Internet? Unless I'm missing something, the tutorial only deals with a LAN situation. Can I join by IP for example?
#3
there are several solutions outside of tgb's networking support for communicating over the internet. Most involve writing a server of some kind (or, say, writing a web service or something) that relays the data between the clients. TGB supports, for example, TCPObject for doing plain old tcp communication. This is a bit complicated and requires, potentially, some significant server resources. Things like ICE (and implementations such as libjingle) are certainly a possibility for p2p type networking, and while there are some other p2p technologies out there you could research as well, my choice is easily Jabber/XMPP. In theory you could run without hosting your own server, though it's ideal if you do. It's perfectly suited for turn-based functionality. And the future's quite bright with things like voice and video chat capabilities.
There are some interesting possibilities for p2p technologies in MMO's but to be honest I've not even considered all of the ways you could implement it.
-Andrew Douglas
theoreticalgames.com/
01/11/2007 (2:44 pm)
Not to hijack the thread, but you can join by ip, but you have to have the right ports open in order to host a server. There are some tweaks you can make, apparently, to the networking code inside TGE to deal with at least some of the nat traversal issues in the wild... or you can attempt to use Plug N Play if the router supports it.. but generally that's a whole world of hurt. The lowest "cost" option is providing users with info on what to open and how to open it, but that's really just asking for trouble.there are several solutions outside of tgb's networking support for communicating over the internet. Most involve writing a server of some kind (or, say, writing a web service or something) that relays the data between the clients. TGB supports, for example, TCPObject for doing plain old tcp communication. This is a bit complicated and requires, potentially, some significant server resources. Things like ICE (and implementations such as libjingle) are certainly a possibility for p2p type networking, and while there are some other p2p technologies out there you could research as well, my choice is easily Jabber/XMPP. In theory you could run without hosting your own server, though it's ideal if you do. It's perfectly suited for turn-based functionality. And the future's quite bright with things like voice and video chat capabilities.
There are some interesting possibilities for p2p technologies in MMO's but to be honest I've not even considered all of the ways you could implement it.
-Andrew Douglas
theoreticalgames.com/
Associate David Montgomery-Blake
David MontgomeryBlake
And I would recommend TGB and TGE with Tom Bampton's network resource rather than TGB and TNL. And then from there, you will have to factor out how your networking will work, how your servers will load balance (something you will have to create), etc.