Torque Network Gaming Library Released Open Source
An anonymous user writes "GarageGames launched the Torque Networking Library under the GPL today - this is the PC game networking technology behind Tribes and Tribes 2. It's also available under indie and commercial licenses for closed source projects, but OpenTNL.org is the home for the open source release, which also has an official FAQ online. Along with the library itself is a master server implementation for game tracking, a graphical test app, Zap and a retro-styled space shooter."
I've been using the Torque engine for sometime. And I gotta say, these guys are doing it right! People still play Tribes 2 and it can handle 60 (yes six-zero) players on a beefy box with little lag. Props out to them.
-_-
Great! Now, who's gonna extend this and built a P2P open-source MMORPG?
Anyone? Anyone? Bueller?
I've looked at the torque network layer while it was still part of the torque engine. It's well suited for developers who want a small scale (32 players or so) network game, particularly if its a first person shooter.
I wouldn't even consider it for a mid-size or larger multiplayer game, as it lacks important security features and IMO doesn't give enough control over the actual network protocol due to the emphasis on RMI.
Other network layers to look at are OpenPlay and , both of which are also also free and OpenSource.
Disclaimer -- I contribute to OpenPlay.
Carmac is a believer in OSS. although it's good business to ensure your engine has good penetration, by the time ID releases the code, the next generation looks nothing like the code GPL'ed. The benifit is much smaller then you imply.
Quake 2 c code looks nothing like Quake which both look incredibly different from Doom.
"There are more things in heaven and earth, Horatio, than are dreamt of in your philosophy."
A number of new features have gone into TNL. But more importantly, it would take a lot of work to rip the networking out of Torque and abstract it for general use. By getting TNL, all this is done for you, and documented. The added cost is largely for the time and effort all of this will save you. If you just want to start a game from scratch rather than adding networking to an existing project, the full Torque engine is probably a better option. Of course if you are doing an open source project, there is no added cost :)
Disclaimer: I am a GarageGames employee
With a cursory look at the docs, it looks like it wouldn't be too bad - it looks to be fairly OO at the moment, so you're just looking at a translation layer implementation. OTOH, it might be tricky to get all the efficiency on it, since it will do ints and floats to *bit* precision, and I don't know how well Ruby would interface with that...