Earlier quoted context omitted.
PlanetSide and PlanetSide 2. While hard to get into, when platoon level operations are at their best it's something I've yet to experience in another game. I expect Eve would be the other example, but with time dilation and combat mechanics, the game is more strategic than tactical in my understanding.
PS2 still going strong? I thought they were combining server populations to help increase the size of each remaining server.
The TRIBES Engine Networking Model (2009) [pdf]
21–30 of 70 posts
Re: The TRIBES Engine Networking Model (2009) [pdf]
#22Re: The TRIBES Engine Networking Model (2009) [pdf]
#23For anyone interested in game networking the Quake 3 Network model was covered by Fabien Sanglard in this great blog post: http://fabiensanglard.net/quake3/network.php
http://gafferongames.com/networking-for-game-programmers/
http://gafferongames.com/building-a-game-network-protocol/
http://gafferongames.com/networked-physics/introduction-to-n...
Re: The TRIBES Engine Networking Model (2009) [pdf]
#24Random but related: does anyone know of a good library (in C#, Javascript, or really anything higher-level than C preferably) that implements this? By "this" I mean a UDP-based system capable of sending both "it's stale when it's sent" data that can be dropped if it's lost and "this must be delivered" messages that will be re-sent if not delivered? I would need it for a Unity project, so if it's Unity-ready already t…
Re: The TRIBES Engine Networking Model (2009) [pdf]
#25Random but related: does anyone know of a good library (in C#, Javascript, or really anything higher-level than C preferably) that implements this? By "this" I mean a UDP-based system capable of sending both "it's stale when it's sent" data that can be dropped if it's lost and "this must be delivered" messages that will be re-sent if not delivered? I would need it for a Unity project, so if it's Unity-ready already t…
http://enet.bespin.org/ is C. But, it implements reliable|unreliable packet-based messages over UDP. You can have multiple "channels" active in a single connection. Each channel can independently pick a mode. Packet retries in a reliable channel do not delay packets in another channel.
Re: The TRIBES Engine Networking Model (2009) [pdf]
#26Re: The TRIBES Engine Networking Model (2009) [pdf]
#27Re: The TRIBES Engine Networking Model (2009) [pdf]
#28Random but related: does anyone know of a good library (in C#, Javascript, or really anything higher-level than C preferably) that implements this? By "this" I mean a UDP-based system capable of sending both "it's stale when it's sent" data that can be dropped if it's lost and "this must be delivered" messages that will be re-sent if not delivered? I would need it for a Unity project, so if it's Unity-ready already t…
EDIT: https://www.assetstore.unity3d.com/en/#!/content/47846
Re: The TRIBES Engine Networking Model (2009) [pdf]
#29For anyone interested in game networking the Quake 3 Network model was covered by Fabien Sanglard in this great blog post: http://fabiensanglard.net/quake3/network.php
https://developer.valvesoftware.com/wiki/Source_Multiplayer_...
https://developer.valvesoftware.com/wiki/Latency_Compensatin...
Re: The TRIBES Engine Networking Model (2009) [pdf]
#30The engine overall was pretty amazing, of course it had it's warts. I still remember the networking code pretty well. I played with the physics part of the engine quite a lot and rewrote and modded it a few times. I usually wanted networking in my experiments, so I learned a lot about that part of the engine as well. I don't play with gamedev anymore, and probably wouldn't use Torque if I did, but I really miss it and the community it had. I still check in on it once a year or so, and there was a blog post recently thanking many community members from the past, and my old username was on the list :') I'm looking through my old forum posts now, wow was I annoying for a few years!
For anyone who wants to look, the latest version of the engine is now MIT licensed [0]. It's been through 2 major versions, and seems like they've simplified the inheritance, so I'm not sure how much is still intact, but netObject looks a lot like I remember. I would recommend redding the comments in the header file for a good overview of how it works. [1]
[0] https://github.com/GarageGames/Torque3D
[1] https://github.com/GarageGames/Torque3D/blob/bacf0cde2af17ab...