Some questions about TorqueNet Lite
by Isaac Dutton · in Torque Game Builder · 07/23/2007 (9:51 pm) · 5 replies
Alright, I am considering TGB for a project of mine, and I have some questions about the networking it uses. I am very familier with torque net and what not from TGB I have been using it for a very long time.
1.) Is a lobby system out of question with this, or will I be able to do that with out much trouble?
2.) I assume that TorqueNet Lite, basicly only allows for P2P play, how well will I be able to prevent cheating sense I wont be able to do server side checks for things?
3.) Anything else you think I should know about?
1.) Is a lobby system out of question with this, or will I be able to do that with out much trouble?
2.) I assume that TorqueNet Lite, basicly only allows for P2P play, how well will I be able to prevent cheating sense I wont be able to do server side checks for things?
3.) Anything else you think I should know about?
About the author
#2
Lets take the checkers example, and we will use it fora theory of what I want to do. You tell me if its possible in TNL.
Create a lobby, where players could connect, chat and challenge each other to games of checkers.
The game is then launched and the two players connect (I would rather them stay on the central server, but if needed they could connect to each other)
When moves are made we send a message to the server that says ok we want to move this peice here, is that kewl.. The server then decides and updates the clients as needed.
This keeps crafty people from just being able to place their checkers where ever.
Again I extremely familier with the TGE networking type stuff.. So I dont know how much it has changed in TGB. Hense why I am asking.
I familier with the RTS kit, as I own a copy and have used to it top make a game. However I thought that TGB had a "toned down" version of TGE's networking.
07/23/2007 (10:41 pm)
First off, to clear up any ideas I am not doing an mmo nor an rpg... Lets take the checkers example, and we will use it fora theory of what I want to do. You tell me if its possible in TNL.
Create a lobby, where players could connect, chat and challenge each other to games of checkers.
The game is then launched and the two players connect (I would rather them stay on the central server, but if needed they could connect to each other)
When moves are made we send a message to the server that says ok we want to move this peice here, is that kewl.. The server then decides and updates the clients as needed.
This keeps crafty people from just being able to place their checkers where ever.
Again I extremely familier with the TGE networking type stuff.. So I dont know how much it has changed in TGB. Hense why I am asking.
I familier with the RTS kit, as I own a copy and have used to it top make a game. However I thought that TGB had a "toned down" version of TGE's networking.
#3
If you are familiar with standard Torque networking, what TorqueNet Lite provides is the ability to connect to a remote server, plus commandToServer/commandToClient.
07/23/2007 (10:52 pm)
Yes, in fact that's exactly how the checkers demo works (minus the lobby).If you are familiar with standard Torque networking, what TorqueNet Lite provides is the ability to connect to a remote server, plus commandToServer/commandToClient.
#4
Tell the big man up stairs that I said you should get a raise ;).
I guess then all thats left is to pick me up a copy of good ol TGB, and start working.
I think I am going to hold off on this for a couple weeks though cause I want to get my design to a better state and I know that if I go ahead and make the purchase I will be spending my time with the new toy and my design will get neglected, until sadly something very wrong happens and then its to late.
07/23/2007 (10:59 pm)
Stephen, you truely are an assest to your company. Its 1 am and your up answering questions.Tell the big man up stairs that I said you should get a raise ;).
I guess then all thats left is to pick me up a copy of good ol TGB, and start working.
I think I am going to hold off on this for a couple weeks though cause I want to get my design to a better state and I know that if I go ahead and make the purchase I will be spending my time with the new toy and my design will get neglected, until sadly something very wrong happens and then its to late.
#5
07/23/2007 (11:19 pm)
Heheh..only just now 11 here, but thanks :)
Torque 3D Owner Stephen Zepp
You could do a lobby system with this networking capability built in (the RTS-SK does a net event based lobby/chat system, all in script), but you could not for example do the "P2P" model that you mean, if your P2P includes streaming updates of any sort.