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difference torque network library (TNL) and default Torque3D network?

by johxz · in Torque 3D Professional · 01/15/2015 (8:10 pm) · 8 replies

Hi,

I try to read old thread but not found answer, someone can tell me?, what is the difference in the torque network library (TNL) and the actual network used on torque 3d? I only read that TNL is outdated and no longer supported... Why?


If I want to do a MP requiring low latency, which network library I need to?

default Torque3D network? or is better replace with maybe racknet?


sorry I did not know where to post this thread.


John

#1
01/16/2015 (4:09 am)
Afaik, both TNL and the networking layer in the engine is pretty solid. It's built for when you were still using modem to connect to the internet, so it's pretty optimized.

I don't know about Racknet, but if you use Torque3D just stay with what you got, if you don't then I can't tell you but TNL should still be pretty solid.
#2
01/16/2015 (11:03 am)
TNL is indeed pretty solid.

Be aware of the license though. Maybe they changed it later but at first I'm pretty sure it was GPL.
#3
01/16/2015 (12:52 pm)
Still GPL version 2 last time i checked. :(
#4
01/17/2015 (5:54 am)
TNL is industry proven, cross platform and in my opinion works better compared to modern solutions as Racknet and Protocol buffers.
TNL fully utilize bitvectors, where you compact precision to specific bits, while protocol buffers optimize the traffic to specific bytes.
T3D also use huffman encoding for strings.
#5
01/17/2015 (7:31 am)
So is good network library then? aah but why was dropped and never someone
tried to rescue (except TNL2) or try to include with Torque3D?

with the GPL is really bad... is the same case that blender game engine, nobody uses because of the license



#6
01/17/2015 (3:54 pm)
Wasn't TNL essentially the torque network layer just taken out of the engine and some extra features added over time?
#7
01/18/2015 (8:22 am)
Yes Timmy, that's exactly what it was - the networking code taken straight from the engine. I don't know about "extra features" but I'm sure they did some cleanup and made it ready to be used outside of TGE/TGEA. The network code in T3D isn't much changed from that except for the trimming of type mask usage as far as I know.

So if one wanted to they could extract the networking code from T3D and make a library to use in another project....
#8
01/18/2015 (11:20 am)
^ if someone were to just make libTorque3DNet or something and MIT license it...... :)