Game Development Community

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

by John Klimek · in Torque Game Builder · 01/19/2009 (6:27 am) · 1 replies

(I accidentily posted this question in the public forums, so I'm also posting it here in case some of you don't check there -- sorry!)

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
01/20/2009 (2:43 pm)
Hey john. Yeah you can do it.. but it's kind of a bear depending on what you need. Give me more information on what data you need to synch... just position? or are you going to need to send bullets and items all over the place? Certainly the less data you send, the more probably it is you will get something done before getting annoyed and stopping.