Server supported
by Ryan Handerhan · in Torque Game Engine · 04/01/2008 (5:47 pm) · 8 replies
What servers would be able to support Torque Game Engine 1.5
#2
04/02/2008 (8:17 pm)
No what i mean is like, what operating system for the server would it need? (would it depend on how you program it?) would it have to have a specific dedicated server? what would the minimum server requirements be?
#3
As for the operating system, I think that doesn't matter much as long as Torque runs stably on it.
04/02/2008 (8:25 pm)
Hmm, I'd say this is too unspecific. The server load depends on what you actually do with the engine. A 4-player game has vastly different requirements than a MMO game.As for the operating system, I think that doesn't matter much as long as Torque runs stably on it.
#4
04/02/2008 (8:31 pm)
Oh ok, so lets say i want to run an MMO on it, what specifications would i need?
#5
The torque game engine is very generalistic. The server and client are built in as one. You could host the server on windows, linux or mac. The "specifications" for a server depend on the game, and how complicated you make the mechanics.
For instance, if you wanted to simulate a car. To do it securely you would have to simulate every client on the server. Thats probably the worst type of mmo for a client/server model. On the other hand if your server just validates simple movements, item drops and pickups, you can handle alot more players on the same hardware.
For an indie developer using torque, one could probably get away with using an average home pc just to get the game online. It is unlikely that a new game in development will start having a crazy attendance like World of Warcraft by a longshot. Once the game is starting to have over 200 players, maybe you can start thinking about the next step in server hardware.
Until then, just keep working on the game and dont worry about the stoopid hardware :>
04/03/2008 (4:12 am)
I think what everyone was trying to say is this.The torque game engine is very generalistic. The server and client are built in as one. You could host the server on windows, linux or mac. The "specifications" for a server depend on the game, and how complicated you make the mechanics.
For instance, if you wanted to simulate a car. To do it securely you would have to simulate every client on the server. Thats probably the worst type of mmo for a client/server model. On the other hand if your server just validates simple movements, item drops and pickups, you can handle alot more players on the same hardware.
For an indie developer using torque, one could probably get away with using an average home pc just to get the game online. It is unlikely that a new game in development will start having a crazy attendance like World of Warcraft by a longshot. Once the game is starting to have over 200 players, maybe you can start thinking about the next step in server hardware.
Until then, just keep working on the game and dont worry about the stoopid hardware :>
#6
I'm definitely not the expert on this topic (you should talk to the guys who did Minions of Mirth, if you really want to have someone who can tell something about Torque and MMOs), but I'd say that with MMOs you are moving out of what can reasonably be done on a hobbyist base (that "massive" part in "massively multiplayer" should somehow be a warning). Hosting even "just" 200 players seems a challenge to me both in terms of getting it right with the engine and in terms of running the actual server (redundancy, high availability, etc.).
04/03/2008 (5:58 am)
Why is everyone trying to do MMOs??? Baffles me.I'm definitely not the expert on this topic (you should talk to the guys who did Minions of Mirth, if you really want to have someone who can tell something about Torque and MMOs), but I'd say that with MMOs you are moving out of what can reasonably be done on a hobbyist base (that "massive" part in "massively multiplayer" should somehow be a warning). Hosting even "just" 200 players seems a challenge to me both in terms of getting it right with the engine and in terms of running the actual server (redundancy, high availability, etc.).
#7
You will have to tailor your server OS to be as lean an optimized as possible towards the ends by which you need to use it. Regardless of the OS. But often linux servers are used because they can be stripped down quite easily (as long as you know what you are doing).
Josh has a great discussion of the development of the MoM server tech here. Just from that, you'll see that it is a much more complex question than the one you're asking. It also depends on the metrics of your game and how much is going on at any one time in the game.
04/03/2008 (7:15 am)
Your question is extremely general and cannot be answered except in the most general terms:You will have to tailor your server OS to be as lean an optimized as possible towards the ends by which you need to use it. Regardless of the OS. But often linux servers are used because they can be stripped down quite easily (as long as you know what you are doing).
Josh has a great discussion of the development of the MoM server tech here. Just from that, you'll see that it is a much more complex question than the one you're asking. It also depends on the metrics of your game and how much is going on at any one time in the game.
#8
04/03/2008 (4:51 pm)
Thanks for the answers. ill definatley check that link out.
Associate Rene Damm
Like most game engines, Torque does its own networking and thus has its own server and client code built in. To run a dedicated server, you run a build of your game in dedicated mode.