Game Development Community

TGB Networking Questions...

by David Dowdy · in Torque Game Builder · 09/07/2008 (1:41 pm) · 3 replies

Hi, I am very new to TGB and had a couple of networking questions...

1) How can I cause the current TGB networking in my game to constantly (automatically) switch between users to check for various button presses and chat and movement without them doing anything to cause the switch? IE: transparent switching without the players knowing its happening...

1a) Also, if #1 is possible, how fast can i get it to move between the users?

2) Can someone give me a code or torquescript help on what to modify or what to code IF #1 is possible? OR is this the very definition of Real time networking and its not feasible with the most current 1.7.4? edition of TGB?

3)An finally, Will real time, multi-player battle games ever be possible with a TGB version from GarageGames? Ergo: IS real time networking coming to a out of box TGB version some day or not?

Thank You for your comments, answers, and help!

#1
09/21/2008 (1:10 pm)
3) There already is. But as TGB works differently than TGE there is no autoghosting (this is a quite FPS centric feature)
You can already do realtime networking by using the messaging mechanism.
The remote procedure mechanism is for "less action oriented" gameplay thought you still can do quite a lot of stuff.
#2
09/22/2008 (8:18 am)
Years ago there was talk about putting autoghosting into the basic TGB engine. Was that thrown out at some point? FPS-centric or not, most people would agree it would be very useful in networking 2D games, if not essential in many game types.
#3
09/23/2008 (3:59 pm)
I think its by far too late now as too many projects are in dev to kill them by replacing the core with TGEs which would be needed to get the scripting - datablock related stuff from there which is different in some aspects than TGBs (and the reason you can not avoid source usage at TGE unless you only mod the shooter)
The whole autoghosting is a pure source feature you can not configure, expand or change it through scripting.
This makes it a no-TGB feature


What on the other hand would be possible (would welcome that) would be a behavior driven network ghostung using the message system, potentially backed up through radius pick or a pure math solution to find the other "sync" objects in range. The autoghosting is not different from that. But unlike autoghosting you wouldn't have to own the sources and need 2-6 weeks to understand how it works till you could use it :)
I think a dedicated person with knowledge on this sector could implement such a system in 1-2 weeks most likely and then sell it to interested parties.