Questions about UI-Server Performance and Mission in TGE
by Squall · in Torque Game Engine · 03/11/2009 (9:33 pm) · 4 replies
Hi everyone,
I have some questions about the game UIs - Server Performance and Mission:
1) Currently, our project needs to connect lots of clients to some servers, but we only have the Linux system PCs (acted as clients) which do not support the graphics, so may i ask is there anyway to turn of the UIs of the game, only display a console window for each client?
2) May I ask about how to measure the amount of time in 1 loop that the server need to process all the events in the game and how it changes when numbers of clients that connected to it increases?
3) In some games, in an area, when a player reaches the corner / check point of that area, player can move to next area so may I ask can we achieve something like that with torque game engine? and is it possible for a server hold many missions or 1 server can run 1 mission only?
I am looking toward your replies, thank you very much.
I have some questions about the game UIs - Server Performance and Mission:
1) Currently, our project needs to connect lots of clients to some servers, but we only have the Linux system PCs (acted as clients) which do not support the graphics, so may i ask is there anyway to turn of the UIs of the game, only display a console window for each client?
2) May I ask about how to measure the amount of time in 1 loop that the server need to process all the events in the game and how it changes when numbers of clients that connected to it increases?
3) In some games, in an area, when a player reaches the corner / check point of that area, player can move to next area so may I ask can we achieve something like that with torque game engine? and is it possible for a server hold many missions or 1 server can run 1 mission only?
I am looking toward your replies, thank you very much.
#2
03/12/2009 (11:04 am)
2) i think GameInterface::processTimeEvent() in the C code would be a reasonable place to start.
#3
03/12/2009 (9:18 pm)
Thank you very much for your replies, anymore suggestions/ replies will be much appreciated :), i'm still finding a way to solve problem #1 and #3
#4
3) it's certainly possible, but it will take at least a little bit of scripting. if it's a single-player game you can just instruct the server to load a new mission at that point. if it's a multi-player game you would probably want to have several servers running simultaneously, and have the client connect to the appropriate one. (note you can run more than one server on a single machine) alternatively, you could have all the mission areas in a single mission but physically separated by some large distance and just teleport the player to the new area.
03/13/2009 (11:39 am)
1) this is definitely possible, but i'm not sure exactly how it's done.3) it's certainly possible, but it will take at least a little bit of scripting. if it's a single-player game you can just instruct the server to load a new mission at that point. if it's a multi-player game you would probably want to have several servers running simultaneously, and have the client connect to the appropriate one. (note you can run more than one server on a single machine) alternatively, you could have all the mission areas in a single mission but physically separated by some large distance and just teleport the player to the new area.
Torque 3D Owner Ted Southard
2) Do a check on system time at the beginning and end of the loop and measure the difference? I'm not sure of TGE's timer resolution, though. Someone can answer that better than me, but that's an idea off the top of my head... Hope it helps.