Couple of questions about TGEA..
by Matthew Koch · in Torque Game Engine Advanced · 01/15/2009 (11:38 am) · 2 replies
Thanks to anyone that can help. I've read through the first few pages on these forums and did some googling for answers but I can't seem to find what I am looking for.
Thirty seconds on what we're doing with Torque. We're building an MMO... Not really, more like a demo for an MMO. I needed a quick way to get a zone up and running with multiple clients connected to it. TGEA seems like it will be enough to do that.
Now, where this tech demo gets interesting is that most of the server components are SaaS designed with the exception of a few critical simulation systems. Let me give you an example. None of the item trading code will be implemented in the Torque simulation. It's all going to be implemented using Web Services so that the same code can be used inside more than just Torque. Our MMO will have a Torque based 3D client, an ASP.Net based web site, Web Services to provide RSS feeds of server data, a couple of 3D and non-3D mobile clients and possibly more "heads". The key here is to make the world accessible from anywhere and any device, not just from a fat 3D client.
That's the major problem I am faced with but I think it is solvable if I can combine use the Torque server to handle the simulation aspects and have the GUI in the client use Web Services. Is this possible? Can someone point me to a blog or something where I can find out how to use the GUI system in Torque with Web Services? I'm figuring that the Torque server will be responsible for push type data such as avatar movement, NPC AI, server side collision detection... Logging in, bidding on the AH and getting a quest will all be done with a call to Web Services from the GUI in the game. This way the same calls can be used with other applications.
Anyway, thanks for your help and if I need to provide more information please let me know.
Thirty seconds on what we're doing with Torque. We're building an MMO... Not really, more like a demo for an MMO. I needed a quick way to get a zone up and running with multiple clients connected to it. TGEA seems like it will be enough to do that.
Now, where this tech demo gets interesting is that most of the server components are SaaS designed with the exception of a few critical simulation systems. Let me give you an example. None of the item trading code will be implemented in the Torque simulation. It's all going to be implemented using Web Services so that the same code can be used inside more than just Torque. Our MMO will have a Torque based 3D client, an ASP.Net based web site, Web Services to provide RSS feeds of server data, a couple of 3D and non-3D mobile clients and possibly more "heads". The key here is to make the world accessible from anywhere and any device, not just from a fat 3D client.
That's the major problem I am faced with but I think it is solvable if I can combine use the Torque server to handle the simulation aspects and have the GUI in the client use Web Services. Is this possible? Can someone point me to a blog or something where I can find out how to use the GUI system in Torque with Web Services? I'm figuring that the Torque server will be responsible for push type data such as avatar movement, NPC AI, server side collision detection... Logging in, bidding on the AH and getting a quest will all be done with a call to Web Services from the GUI in the game. This way the same calls can be used with other applications.
Anyway, thanks for your help and if I need to provide more information please let me know.
About the author
#2
01/15/2009 (5:54 pm)
Thanks for the reply. Like I said, I am still getting into the whole engine so we'll see what I can do with it. I'm probably going to have to develop something that can make the web call for me and was hoping somewhere along the line the SOAP interaction was done by someone already. If not, when I am done, I'll share it with the community.
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