Game Development Community

Possible to create a networked game with multiple players moving around?

by John Klimek · in Torque Game Builder · 01/19/2009 (5:44 am) · 7 replies

I've owned TGB and TGE for quite a while but never really used them but I think I'm going to give TGB another try and see what I can do, but I'm wondering if it's possible to create a networked game with several players moving around.

Also, how would I keep players position/rotation/velocity synchronized across the network?

I've been talking to people in GameDev and it seems like you need to implement client-side prediction, interpolation, extrapolation, etc.

Is it possible to synchronize player movement (and other aspects) more easily in TGB? What all would be involved?

Thanks!

#1
01/19/2009 (6:50 am)
Look into the checkers demo that ships with TGB. It's a great example of TGB networking.
#2
01/19/2009 (6:52 am)
Thanks, but isn't that purely turn-based?

I'm talking about moving two players around in realtime. Not as fast or "twitchy" as an FPS but still moving around none-the-less...
#3
01/19/2009 (7:29 am)
You're correct, it is turn based. From what I understand, TGB networking is "event based" so can be extended from turn based, but will not (in it's current form) be able to run close to real-time networking. Long in short, you going to need to test the waters with what you want to do.

Have you considered using TGE and fixing the camera to simulate a 2d environment? That way you have all the perks of Torque networking...
#4
01/19/2009 (7:46 am)
John, it can be done. There's nothing wrong with "event-based", but you won't get the greatest performance from it. The whole "real-time" networking is a myth and the sooner people realize that, the sooner they'll learn to work well with the tools they have. Granted, TGB's networking isn't ideal for a real-time game, but if the action is reasonable slow, it could work.
#5
01/19/2009 (7:54 am)
Thanks for the replies everybody.

Can you give me some ideas on how to make it work? For example, would I just need to send player position every few milliseconds or do I need also need interpolation, etc, etc...?
#6
01/19/2009 (7:57 am)
Maybe describe your game a bit?

Every few milliseconds might be OK, but with event-based, you may want to consider any time you have a change of state.
#7
01/21/2009 (6:54 am)
What you are purposing sounds like a MMO. The mmoworkshop project might be of interest to you.

http://www.mmoworkshop.com