Game Development Community

Does iTGB Support Peer-to-Peer?

by Dan Pereira · in iTorque 2D · 06/25/2009 (6:51 pm) · 35 replies


Does iTGB Support Peer-to-Peer? Has anyone made a game that supports any kind of network play with iTGB?

-Dan
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#1
06/26/2009 (5:27 am)
No it does not.
As P2P requires OS3 its not such a good feature for games released at the time as a growing amount of gamers are holding back due to the audio performance problems from iPhone OS 3 (apple has done the same shit to the iphone as they do to the desktop on a regular base. They have indepth changed the meaning of an audio mode instead of introducing a new one for the new behaviour and keep the old one untouched).
#2
06/26/2009 (10:57 am)
Marble Blast Mobile (iTGB) supports P2P.
#3
06/26/2009 (1:10 pm)
So it is an OS 3.0 only game to use the BT P2P function?

Or are you just calling local LAN gaming P2P?
#4
06/26/2009 (1:11 pm)
I thought Marble Blast Mobile was iTGE? Also can you share examples or tips and tricks for multiplayer support? I haven't been able to find much of anything on how to do multi-player "correctly" in iTGB and I'm planning on adding it very soon.
#5
06/26/2009 (1:19 pm)
Gah sorry bout that! For some reason I thought it was iTGE we were talking about *facepalm*

I blame the fact that it's friday :p

Maybe Mich can shed a little light on it.
#6
06/26/2009 (1:26 pm)
I hope to see realtime networking finally happen in one of the iTGB versions this year. The request for TGB and Realtime networking has existed since day one so there should be some work on that which could be used to make it happen.
#7
06/27/2009 (4:43 am)
iTGB should have the same networking functionality that iTGE does. MBM uses standard Torque LAN networking functionality.

AFAIK, the p2p stuff that OS 3.0 supports is done via bluetooth, is it not? If so, I would be wary of the speed of that connection for realtime games. It may be good for things like trading items between games, or for turn based stuff like card games, etc., but for realtime, just use Torque's great and easy built in network and LAN play functionality.
#8
06/27/2009 (5:34 pm)
GameKit supports Bluetooth-based device lookup/communication, and voicechat over any sort of network. I'm not 100% sure how to support whole APIs when on 3.0, only how to support new methods when available. It might require a secondary target in a later iTGB :)
#9
06/28/2009 (6:52 am)
And two distinct applications sold on their own on the store, correctly.
#10
06/28/2009 (8:42 am)
Does anyone have any links to resources discussing how to do networking in iTGB? The only thing I've been able to find is how to use the GUI to connect, but haven't found anythign about calling remote functions and send/receiving state information.
#11
06/28/2009 (8:51 am)
Check out the TGB tutorials and sample projects
#12
06/29/2009 (2:06 am)
Does iTGB support p2p multiplayer game through WIFI network?
Such as games support AdHoc wifi connectivity on PSP.
Does LAN support means iTGB support AdHoc wifi connection?
#13
06/29/2009 (7:53 am)
You can not do iphone - iphone multiplayer through wiFi, thats not supported by the iphone at all
You can only do direct device - device multiplayer through BT.
#14
06/29/2009 (7:56 am)
If both iPhone's are connected to the same LAN via WiFi, then you can do multiplayer. That's what Marble Blast Mobile does. That's pretty much p2p, just that you need to a WiFi connection (iPhone's can only talk to each other directly though bluetooth).
#15
06/29/2009 (8:51 am)
Yes but that is not P2P or local player, thats WLAN gaming.
P2P is what the NDS and PSP do, device - device games with local hosting and without the requirement of a Wifi access point to which you have access. (I was hoping that apple would understand the importance of that mode for OS 3 as they push gaming actively but it sadly didn't happen)

thats on the iphone only possible through BT
#16
06/29/2009 (9:44 am)
So,I think can we do that:

we can write some code in objective -c to handle the communication through BT by using the GameKit framework.
And in communication hanlder,write some code to push the logic data to engine script code,then in-engine script code to process the game logic.

The most important thing is how to interaction between iPhone objective-c code and in-engine script code.

Anybody has some sample for this?

Thx
#17
06/29/2009 (12:55 pm)
@Bin that's what I was planning on doing. However I believe TGB has support for calling Remote Console functions for easier networking and is what I would like to do. However I've been able to find 0 documentation on it so I don't know how to use it. The only documentation I've been able to find was on how to establish a socket connection, which is trivial to do in the grand scheme of implementing multiplayer networking in a game.
#18
06/29/2009 (12:57 pm)
I would actually expand the platform net code to allow you to define the net mode and integrate the corresponding handling code to either go to the regular net or the gamekit bt code.
#19
06/29/2009 (1:07 pm)
Yea that would be ideal Marc, however there is no documentation that I've been able to find on how to use the current net mode so it'd be a lot of extra work to reverse engineer the TGB networking versus just implementing your own RPC mechanism.
#20
06/29/2009 (1:09 pm)
check platformnet.unix in the platform folder.
Thats where the async networking is taking place.
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