Game Development Community

Multiplayer/ Split screen

by Kory Imaginism · in Torque Game Engine Advanced · 05/20/2008 (10:53 pm) · 5 replies

I was searching on the forum to see if their was any multiplayer/ Split screen games for TGEA and a came across RokkitBall screenshot also video If anyone know how i can get in contact with a member on this team so i can get a modern code for TGEA to help us get split screens into TGEA 1.7 please post on this forum.

thanks for your time

#1
05/21/2008 (12:59 pm)
I didn't think Rokkitball had split-screen. I don't remember seeing that option when playing. I'm wondering if those were marketing shots that aren't representative of actual split-screen play but representative of team selection of choices. I'd have to get back into IA to make sure.
#2
05/21/2008 (11:05 pm)
I was searching around and i came across MiniOne Racing they said it had split screen, has anyone played this game? or know where i can purchase it or try a demo?
#3
06/05/2008 (9:20 am)
I have got in contact with the creator of MiniOne Racing and the split screen was never add to the game, I was also searching the forum and i came across this info on split screen fxGuiSnooper TGEA GuiObjectView, guiPlayerView Split screen Multiple Viewports info someone has another link on how to implement split screen into TGEA like Gears of War please post here thanks.
#4
06/08/2008 (1:50 am)
You could also start searching the net for C++ implementations of a split screen design...

I found this, they say it is a C++ 3d Library, and one of the latest update had split screen, you could paw through and see how they did it, and it is in C++ just like Torque...


http://www.warwickgamedesign.co.uk/forums/viewtopic.php?t=1302&sid=3711a7b7f4bd...
#5
06/09/2008 (9:09 pm)
It's possible. I managed to get it working well enough to ship in a commercial product, although it was incredibly painful and in my opinion not worth the effort.

Here's the contents of a post I made about a year ago to the TGE forums...

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There are a few ways to go about it. The one that seems to have the lowest impact (that I've tried so far) is to subclass GameConnection in a manner similar to AIClient/AIConnection. The downside with this approach is you might run into problems updating and interpolating objects. You also might run into problems sending and receiving RPC-type calls (commandToServer/commandToClient) depending on the engine and how you set up your connections.

A second way is to make GameConnection support multiple control objects. This can get hairy because there are so many places that assume a given connection has only one client. You can work around this by storing off index numbers in GUI controls and scripts, but it's a pain. The further you are into your project, the more work this takes.

In both cases you'll run into a few organizational concerns with the architecture being based around one instance of the game having one connection (GameConnection::getServerConnection() or GameConnection::getConnectionToServer() depending on the version of the engine). Scoping of objects for rendering as well as networking are concerns as well.

Either way, you'll probably have to add support for multiple controllers in MoveManager. This essentially involves making those static variables into arrays, and is covered by another resource on GG (the URL currently eludes me).