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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."

56 of 183 comments (clear)

  1. Awesome news! by TempusMagus · · Score: 5, Interesting

    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.

    --
    -_-
    1. Re:Awesome news! by silentrob · · Score: 2, Funny

      Fellow Torque developer here.

      Amen Brother!

    2. Re:Awesome news! by Lux · · Score: 4, Interesting

      That's certainly impressive, and it is related to the network, but in a kind of round-about way. The box being beefy helps, because processors scale so well. But the reason MMORPGs charge per month isn't processor consumption. Network bandwidth is much costlier, and doesn't scale as swiftly.

      If you take the naive approach to implementing state synchronization in a real-time system (like a video game) your server consumes upstream bandwidth proportional to the number of updates per second, times the number of participants, times the number of items synchronized. In a game, you have to synchronize each player at least, so we're talking quadratic bandwidth in just the players. That's how I did it when I had to, and we scaled to at least six players with plenty of breathing room. (Our dev team had six players. I don't think we ever brought in more testers to push it harder. :)

      If you take a less naive approach, you can get that from quadratic to n*log(n). And you can get a lot of constant-time and common-case improvements (the above is all worst-case.) You can find that approach somewhere in "Game Programming Gems," IIRC.

      I don't know if that has been proven as a lower bound, but I'd squint hard at anything that claims to be faster.

      Can it handle 60 players who all have line of site to each other? That's a tough stress test. :) I'd be blown away if they can do that over the Internet, and probably still impressed on a LAN. (I'm feeling too lazy to break out my calculation-envelopes. :)

    3. Re:Awesome news! by Anonymous Coward · · Score: 2, Informative

      Darkstar was the original engine; it later was used in Tribes 1, 2, and then became V12 and thence Torque.

    4. Re:Awesome news! by silentrob · · Score: 4, Informative

      Tribes and Tribes 2 will be available for free download on May 4th. Or will also be available bundled in Computer Gaming World on the same date.

      IGN Article here.

    5. Re:Awesome news! by Mark+Frohnmayer · · Score: 5, Informative

      Yes, TNL can easily handle 60 players who all have line of sight to each other. TNL takes a different approach - for most simulations the TNL server allots a fixed amount of bandwidth per client (Tribes 2 was 3K per second), regardless of how many objects are visible to that client. For each packet the server sends, it proritizes objects based on relevance to the client and then writes updates based on that priority. TNL performs a bunch of other tricks to reduce bandwidth usage as well. Take a look at the design fundamentals for more in depth info.

    6. Re:Awesome news! by BrookHarty · · Score: 2, Informative

      I'm hoping with the free release of Tribes1 and Tribes2, tribes1 will have more tribes1 servers online. I checked a few days ago, and there was only 5 normal Base servers with players, and 1 was password protected (But full 32 players). Tribes1 is mostly mods now, Renegade, Ultra, etc. Super weapons like mechs. Tribes2 at least has bots so you can always play on downloadable maps. And the Bots are rather good at Rabbit on higher levels.

      Tribes3 (Vengence) should be pretty impressive using the Unreal2K(4?) engine.

      So, now that the games are free, will we see an emergence of new servers and players? If you run a lan party, make it a tribes lan party, share the game. (Legally!)

    7. Re:Awesome news! by Lux · · Score: 3, Funny

      This stuff beats the everloving snot out of DirectX networking. Thanks for the link. :)

      To think... if this package were out two years ago, I could have totally slacked off through, and hence missed out on, one of the best learning experiences of my college career.

      "*Ahem* yeah... network stuff's coming along okay... you know... work smarter, not harder. Bob, I know you're pretty busy writing that graphics engine single-handed, but can you get me that scopeing stuff from your scene graph by Friday so I can decide what to send? About licensing... I'm thinking GPL..."

      That would have been awful. :)

    8. Re:Awesome news! by Cylix · · Score: 2, Informative

      There are still plenty of Tribes 2 servers.

      I still play as no one has quite made a game that captures all the aspects of Tribes 2.

      Onslaught mode on Unreal 2004 is as close as it comes now a days.

      There is a mod in development which captures the original Tribes play style and this mod is currently in development on Unreal 2k engine (I suspect it will be moved to 2004 when the resources are availble (now maybe?).

      If the mod is developed well enough it might be offered in an upgraded Tribes 3 package. Much like TFC and Half-Life were packaged after the initial release of Half-Life.

      Still, nothing quite matches 64 player Tribes 2 matches.

      --
      "You should always go to other people's funerals; otherwise, they won't come to yours." -- Yogi Berra
    9. Re:Awesome news! by eison · · Score: 2, Informative

      That's the really impressive stuff - it *was* out two years ago. It became available back in 2001 for $99 + some contract terms regarding publishing if you go over $250k in sales.

      These guys just rule.

      --
      is competition good, or is duplication of effort bad?
    10. Re:Awesome news! by The+Evil+Couch · · Score: 2, Interesting
      damn right. I was probably on the same server. I don't remember too many 100+ servers for tribes 2, and I was on a 56k at the time, too

      the game handled the unheard of at the time amount of players extremely well. I had even slightly better performance as I was even able to duel people one on one, I just enough lag that I couldn't snipe.

      the truely miraculous thing about those servers is that they were public servers, which naturally means having people stretched out from all over north america and likely all over the world, all with very little lag.

      I only wish I knew more about network protocols so that I could take a peek at the source for it and get a true appreciation for tribes 2's power.

    11. Re:Awesome news! by Jagasian · · Score: 3, Informative

      Quakeworld is nothing more than a patched Quake that optimizes the networking code and fixes some physics bugs (mainly bugs that prevented people from being "bounced" into the air from standing by explosions). The project was started in 1996, but the release that allowed for 64+ players was in 1997, when Quake was at the peak of its popularity and servers started running those death32 maps that were basically a bunch of smaller Id software maps glued together into one large contiguous map.

      Quakeworld also was the testing grounds for other improvements/features such as radiosity in maps, improved score boards, a global ranking system, extended server settings and gameplay modes (deathmatch 3, deathmatch 4), etc...

      I am not sure how beefy the server was that was running the 64+ players, but I was there. The problem was that everyone started to meet in the same room. It brought clients to a crawl as back then everyone only had 28.8 dialup. It was also killing everyone's framerate to have to draw 60+ player models.

    12. Re:Awesome news! by Short+Circuit · · Score: 2, Funny

      It's only expensive if your family doesn't own the ISP. I was actually in middle school, but I still manned the phones for tech support.

  2. OSS MMORPG by 7Ghent · · Score: 4, Interesting

    Great! Now, who's gonna extend this and built a P2P open-source MMORPG?

    Anyone? Anyone? Bueller?

    1. Re:OSS MMORPG by ShadeARG · · Score: 2, Interesting

      Actually, if it can handle high-speed gaming with an assload of players really well, I bet it would make a beefy P2P backend. (P2P + TNL) * Users * Bandwidth = Extremely beefy high-speed file distribution.

    2. Re:OSS MMORPG by QuasiCoLtd · · Score: 5, Funny

      Hey... lets combine the two! See, heres the idea, you want to download something but instead of the search bar you literally have to go out and search for what you want. Perhaps you can bribe the drunk at the bar for some information as to the wereabouts of that song you wanted. Sercheth thou for pr0n? You ust first complete the task given to you by the local flower girl and she will present you with many naughty pictures of her and her sister (who she claims is 18). Watch out though, along the way you must fight many foul creatures such as leechers, corrupt files, viruses, and RIAA lawyers.

    3. Re:OSS MMORPG by ultranova · · Score: 2, Informative

      Mod parent funny all you like, but there was a post on Slashdot recently bitching about how he couldn't get funding to develop this kind of user interface...

      Hmm... I feel an inspiration coming in. An adventure web browser ! It reads HTML pages and renders rooms based on them, with links as doors (and one for "back"), shaped by keywords (so for each occurence of the string "troll" in the page, make one troll appear in the room). Bigger pages make bigger rooms, and the general theme and shape of he room are decided by analyzing the text somehow.

      And yes, I'm serious.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  3. Re:Linux Games by Anonymous Coward · · Score: 5, Insightful

    It's quite likely ID Software is going to release the Quake 3 source under the GPL once Doom III is out, but only time will tell.

  4. Re:Linux Games by TwistedSquare · · Score: 2, Interesting

    Given that Doom, Quake and Quake II have all been GPLed, presumably it literally is a matter of time until Quake 3 goes the same way.

  5. Re:Linux Games by Anonymous Coward · · Score: 3, Informative

    Tribes 2 was as Linux Friendly as Quake 3 and UT2004: I have the linux client and it works very nicely.

    Nice try though

  6. I've been working with Torque by oskillator · · Score: 5, Informative
    I've been working with the Torque engine for a while, and my assessment is that it's very solid where it counts (assuming you want to make a tribes-like game), but surprisingly flimsy in areas like extensibility and documentation.

    I imagine it's par for the course in the game industry, where code is written to be abandoned within a few years.

    1. Re:I've been working with Torque by AndroidCat · · Score: 2, Insightful
      but surprisingly flimsy in areas like extensibility and documentation.

      Well now that it's been released open source anyone can do that, right? :)

      --
      One line blog. I hear that they're called Twitters now.
    2. Re:I've been working with Torque by ImpTech · · Score: 2, Interesting

      Also working with torque, and definitely second those comments. Its high-quality, fantastic code for FPS gaming, but if you try to extend it too far you run into all kinds of problems, presumably since the designers never had intentions of extending the engine for anything other than Tribes2. I, for instance, am trying to make a small, fps-ish MMORPG, and the hardcoding of their terrain management and rendering code is driving me around in circles because its only designed for the very small Tribes2 maps. That said, you won't find an engine for anywheres near the price thats half as good, and cross-platform to boot.

      Concerning the network code, I haven't delved into it much, and don't expect to have to since its already well known that the Tribes2 netcode was superb.

  7. opensource games? by apachetoolbox · · Score: 5, Funny

    Great! 100 sourceforge game project leaders just jumped for joy. Then went right back to not writing and linux games.

  8. Other good network layers by ezavada · · Score: 4, Interesting

    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.

    1. Re:Other good network layers by ezavada · · Score: 5, Informative

      Hmm... I guess I really should have hit preview.

      I meant to say:

      Other network layers to look at are OpenPlay and SDL net, both of which are also also free and OpenSource.

    2. Re:Other good network layers by Anonymous Coward · · Score: 2, Informative

      Small to mid-sized??

      I think not. T2 could handle 128 players, and I'm sure they've made even more improvements over the past 3 years.

      And the part about weak security... maybe you haven't checked out their page yet, but from what I can see, it looks like they've put a lot of work into making it very secure. Check out the sections on encryption and client puzzles.

      I'm impressed they'd actually GPL this. Cool stuff.

    3. Re:Other good network layers by ezavada · · Score: 2

      After downloading the package and looking at their current feature set, it seems like they've addressed most of my security concerns since the last time I'd looked at it.

      Overall I'd say the libray looks pretty good.

    4. Re:Other good network layers by Elbeno · · Score: 3, Interesting

      While 128 players is a great achievement, it's not all about the network model.

      The reason why most FPSs do not have such large numbers of players is less to do with the network bandwidth and more to do with a) the CPU cycles devoted to rendering and/or running collision models for N detailed player characters in complex environments, and b) the content generation: maps are specifically designed to be good for a smallish range of players, and it's usually not worth it to design 128-player maps.

      This is clearly a good network engine. But the other FPSs of the world aren't failing to support 128 players because the TNL programmers are technical geniuses by comparison. They are undoubtedly good, but they're solving a different problem.

      As an FPS network programmer, you use the available bandwidth to provide the best experience for the player. You stop optimising when you don't need to optimise any more. If all your maps aim to provide a good experience for 4, 8, 16 players, you don't design the engine to go up to 128 just because you think it would be neat.

  9. Re:Linux Games by wideBlueSkies · · Score: 4, Insightful

    This is one of a couple of reasons why ID should be respected not only in the Gaming Industry, but in the Software Industry in general.

    They create awesome games, awesome software. The technology rocks and is generally the cutting edge for their market.

    Then a couple of years later they open up the whole thing and give it away. "Here community, take this and learn." Classy setup they have there.

    Also, don't forget they started this with Wolfenstein. I think this was 1995. So they've been doing it for a while. They were one of the first commercial game houses to do so, if not THE first.

    wbs.

    --
    Huh?
  10. Step in the right direction by gringo_john · · Score: 3, Insightful
    This is definately a step in the right direction.

    This, along with the recent announcement that Tribes 1 and Tribes 2 will be given away for free, I wonder what kind of cool mods / enhanced will be possible?

  11. Re:Linux Games by Anonymous Coward · · Score: 2, Informative

    Torque is Linux friendly, and Mac OS X friendly as well. Most Torque Games have been released for all 3 platforms (with the exception of the old tribes series, which were made before the engine became publicly available). Just look at Marble Blast, Think Tanks and Orbz! All Torque games, all available multi-platform.

  12. id is not being generous by AHumbleOpinion · · Score: 3, Insightful

    They create awesome games, awesome software. The technology rocks and is generally the cutting edge for their market. Then a couple of years later they open up the whole thing and give it away. "Here community, take this and learn." Classy setup they have there.

    Id is not being selfless or altruistic, they are being self serving. They are doing the right thing for their business. That OSS advocates like this is a coincidence. You need to keep in mind id's business. It is not necessarily to sell games but to license their engine to other developers. That is why they can afford to be cutting edge. Their games don't have to run on typical systems, their games are in part proof of concepts and demos for the engines. By the time some other developer licenses the engine and has a game ready to release typical systems have caught up. They can afford to open the previous generation's source because they want a large body of programmers familiar with their engines. This puts pressure on developers to chose an id engine over someone else's.

    Again, I am not saying id is doing anything wrong, quite the contrary. However don't have silly thoughts that they are doing this purely out of the kindness of their hearts.

    1. Re:id is not being generous by king-manic · · Score: 4, Interesting

      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."
    2. Re:id is not being generous by thryllkill · · Score: 4, Funny

      That doesn't make a whole lot of sense since Id wants you to license their new engine. Iirc they write a completely new one every time, not just incremental upgrades to previous engines. So having developers familiar with technology from 3-4 years ago does them no good.

      It probably went more along the lines of:

      Id employee 1: "Hey why don't we open the source from our last engine."
      Id employee 2: shrugs "Sure, why not?"

      --

      Note to self: No more arguing with the faithful.

    3. Re:id is not being generous by AugstWest · · Score: 2, Insightful

      Read anything Carmack has had to say about the open source world and you'll see that your cynicism may be a bit misplaced here.

      I'm not some fanboy, but I appreciate the fact that id will always release their games on Linux, despite the fact that it's not cost-effective to do so.

      It isn't entirely "out of the kindness of their hearts," but more like "it's the right thing to do."

      They know that, and act accordingly. Your points are valid, but they're not the entire picture.

    4. Re:id is not being generous by Simon+Michelmore · · Score: 2, Insightful
      They can afford to open the previous generation's source because they want a large body of programmers familiar with their engines. This puts pressure on developers to chose an id engine over someone else's.

      Would be good in theory - if each different generation of theirs engines where similiar. For better or worse, they are often not. The obvious case here being the jump from Doom to Quake, but even each iteration of the Quake engine has had significant changes that would make a change over far from trivial.

      Case in point would be Daikatana - if anybody was going to be "familiar" with id's engines, you'd think it would be a former co-owner and employee. Originally Daikatana was designed and written using the Quake engine, which John Romero had been working with while it was being develop. Then, when the Quake II engine made it's first appearances, Ion Storm decided to change over to it; afterall it would give them coloured lighting, hardware acceleration and it was based on the Quake engine, so it couldn't be that hard, right?

      Unfortunately, as they found out, the differences between the two were enough so that large sections of Daikatana had to be thrown away (see this, if you want to check that out). Admittedly there were many other issues with Daikatana's development, but even Romero himself said that basically 11 months of coding with the Quake engine were useless once they switched to Quake II.

      Plus, id have done other things, outside of OSS, that have contributed to the community. Michael Abrash, who worked on the Quake engine, was also writing for Dr. Dobb's Sourcebook at the time. The subject of his articles? The tech that was going into the Quake engine - often with sourcecode. To put this in perspective, this was over 6 months before Quake was even released, yet there they were showing code on how to do BSP tree generation and rendering, descriptions of their lightmap system and so on and so forth. Stuff that, essentially, ended up in the game when it was released about half a year later. Hardly in their company's best interests if they want to be purely self-servicing.

      Hmmmmm... that's starting to sound like a id fanboy rant, but there you go.... :)

    5. Re:id is not being generous by n.wegner · · Score: 2, Insightful

      >Quake 2 c code looks nothing like Quake

      That's not quite right. Some things, like the alias models, are identical*, either because there was no need for change, or because they were introduced while Quake 2 was still the same code base. Lots of other things, like the game dll/QuakeC, share very similar designs such that the differences are mostly just the changes from QuakeC to C dll, or those needed for the different monsters and maps.

      *GLQuake read the MDL format and dumped it into something similar to MD2, I don't mean to say that MDL is similar to MD2.

    6. Re:id is not being generous by GlassHeart · · Score: 2, Insightful
      Carmac is a believer in OSS.

      If so, his belief in open source is less than his belief that he should make money selling closed source software, because he's not open sourcing his newest stuff. If open source was his first priority, then the Doom III engine would be on sourceforge where a thousand eyes can help him debug.

      This takes nothing away from id Software. They should be lauded for open sourcing code that they feel they can. I'm sure this benefits students of 3-D graphics and game design. However, based on his actions, Carmack believes in the closed source model of software development and sales.

      Now, intentional or not, open sourcing old engines has the following effects:

      • It's good karma. People will know that id is a cool company, and all other things being equal, you'd buy from a cool company.
      • It brings people in the door. Think of it as a loss leader that retail stores use to bring you in, hoping you'd buy something else as well. If you've worked with one id engine (and liked it), you have some confidence that the one you have to buy will also be pretty good.
      • It kills competition. Nobody can survive as an engine developer if your product is at the level of older id engines. IOW, id is forcing competitors to keep up, which is a hard thing because id moves pretty quickly.
      I think it's cynical to try to guess which effects are intentional. However, I also think it's pretty naive to think it's all charity.
    7. Re:id is not being generous by dustman · · Score: 2, Insightful

      If so, his belief in open source is less than his belief that he should make money selling closed source software, because he's not open sourcing his newest stuff. If open source was his first priority, then the Doom III engine would be on sourceforge where a thousand eyes can help him debug.

      Personally, I rather think it would a bad idea financially to write the engine in an open source manner. Think of the hoopla behind the leaked HL2 src, etc... The game engine market is pretty competitive... There are a number of competing current engines: Doom3, HL2, Unreal, Renderware, Crytek...

      But, that aside, Carmack has specifically said that he has made the case for open source software before. I think he said he would like to try it for at least 1 engine. But, he is only a 1/3 owner of id software, and it is hard to convince his (non-programmer) co-owners about the merits of open source, when id makes $500k per engine license.

  13. Re:Linux Games by bman08 · · Score: 2, Informative

    That's just not true. The difference is that my windows copy of Tribes 2 was useless in linux, instead I had to buy the loki version for another 40 bucks. Both quake and ut have linux binaries for the windows game that are free. To me that amounts to a wallet-load less linux friendly.

  14. Re:Strange licensing fees? Anyone undestand? by alexandyr · · Score: 3, Interesting

    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

  15. Re:Multi-platform, what about languages? by Vaevictis666 · · Score: 3, Interesting
    I was actually thinking about this very thing - how hard would it be to write a wrapper for this using Ruby?

    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...

  16. Re:Will the for sale version differ from the gpl by Mark+Frohnmayer · · Score: 2, Informative

    The for sale version will be the same as the GPL version. Anyone who wants to contribute back to the official version of the TNL will have to be willing to assign a shared copyright to GarageGames for code they submit.

  17. I'm not trying to be cynical by AHumbleOpinion · · Score: 2, Interesting

    I'm not trying to be cynical. The original post seemed to suggest that id was being completely altuistic, that was naive. That's all I wanted to say. As far as your suggestion of "it's the right thing to do" that is not quite right either. In an old Game Developer Magazine article id was quoted as saying that Linux versions make no sense from a business perspective, that they just do it "because it is cool". Well, they can afford to be cool. Other developers can't.

  18. Re:Multi-platform, what about languages? by Mark+Frohnmayer · · Score: 2, Informative

    The only tricky part of getting TNL to work with other languages would be the RPC framework, which does all kinds of macro trickery, inline assembly and worse in order to get clean-looking, high performance RPC out of C++. But then, if you're using TNL from another language, you don't need the C++ RPC functionality - you could implement RPC for that language using the NetEvent code, which is the base for the C++ RPC as well.

  19. Game based on torque by zerocool^ · · Score: 2, Informative

    The entire torque engine is doing very well for it's self, and I just wanted to chime in and say:

    Legends: The Comming of a New Age is comming along nicely. It's free, and can be downloaded from here. It's made with torque's entire engine, and is enjoying a moderately good following so far.

    Good game, but, I've been too distracted by UT2004 to play. I need to make a point to play legends more.

    ~Will

    --
    sig?
  20. Re:Volity? by Bryan+Ischo · · Score: 4, Funny

    According to the front page of the site you linked to, Volity:

    * "Leverages XML technology"
    * Has a reference server "written in Perl"

    This is not a serious development platform.

  21. DDJ articles more self-serving than old engines by AHumbleOpinion · · Score: 2, Insightful

    Unfortunately, as they found out, the differences between the two were enough so that large sections of Daikatana had to be thrown away

    No one is saying that the next engine is dropin replacement for the previous. The next engine is going to contain some re-engineering to take advantage of additional hardware support, to take into account lessons learned, etc. However there will be common concepts and ideas found in both engines. Picking a scenario where the develop changes engines midstream is not a very good example. My point is that a bunch of programmers familiar with the Q3 engine will aclimate themselves to the D3 engine more quickly. You have to understand an engine before you start writing code for it.

    Michael Abrash, who worked on the Quake engine, was also writing for Dr. Dobb's Sourcebook at the time. The subject of his articles? The tech that was going into the Quake engine - often with sourcecode. ... Hardly in their company's best interests if they want to be purely self-servicing

    Actually publishing conceptual and technical info with source for the current engine is more self-serving than releasing the old engine. It was absolutely in the companies financial interest. Again, you have to keep in mind that a large piece of id's business, maybe the larger piece, is to license their engines not to sell their own games.

    To be clear I am not saying everything done by id is financially motivated, after all they admit to supporting Linux because it is cool not because it makes sense financially. I am merely trying to point out that their long history of sharing is not selfless and altruistic, both sides prosper.

    1. Re:DDJ articles more self-serving than old engines by Simon+Michelmore · · Score: 2, Insightful
      My point is that a bunch of programmers familiar with the Q3 engine will aclimate themselves to the D3 engine more quickly. You have to understand an engine before you start writing code for it.

      I agree with the latter part of this, but not so much the former. Largely because I believe, primarily through experience, that having intimate knowledge of a system (or, in this case, engine) can often lead to a slower understanding of a new system. Why? Because you'll go into working on the new system with a good deal of assumptions and beliefs regarding how it will work, only to have those beliefs made invalid. Thus, you not only have to learn a new system, but also actively undo all the assumptions that you had in equating it to the old system. This can sometimes be very hard - even (sometimes especially) if it was the same person/people who wrote the code for both iterations.

      This was my point with the Daikatana example. They appeared to have the belief of "Well, they're essentially the same engine, so it shouldn't be hard to port our stuff over". As I said - a dangerous, but probably unconcious, assumption.

      Now, if you have stated that people who are fimiliar with older id engines will be more likely to use them again because they have a relationship with id, or that there is something that they like about their design process, I would agree. However, I don't believe that they will necessarily be able to aclimiatise themselves to the new engine just because they used their last one.

      Actually publishing conceptual and technical info with source for the current engine is more self-serving than releasing the old engine. It was absolutely in the companies financial interest. Again, you have to keep in mind that a large piece of id's business, maybe the larger piece, is to license their engines not to sell their own game.

      Nah. If they had released technical info that had been along the lines of "Here is how you make a model for use with our engine" or "Here is the SDK for our engine so you can write mods for it" then I would agree with you. But they were giving away source for things that would already been known by people working in the industry (BSP trees, Z sorted spans, etc are hardly anything new - they've been around for decades). The people that this would have benefitted were those in the community at large - ie. individuals who want nothing but to learn, and probably couldn't afford an id engine if they saved every penny they had for 5 years.

  22. Used to be non-free by billcopc · · Score: 3, Insightful

    If I remember correctly, they used to charge a ridiculously small fee for this SDK, like 99$. It's not much, but considering the typical indie game developer will spend enough time coding and developing content that he won't have time left to hold a steady, bread-winning rent-paying job, releasing Torque as GPL is a wise move. Besides, they probably have something even better up their sleeve, a revamped engine that will replace Torque as the 'commercial' SDK.

    --
    -Billco, Fnarg.com
  23. Re:Used to be non-free *STILL IS $100* by GarageGamer · · Score: 2, Informative

    This is NOT the full Torque Game Engine (TGE), but TNL the Torque Network Library as a stand alone API. This netcode is still at the core of the TGE architecture, but now can be leveraged by other applications and game engines. For those not wanting to or able to publish their source we also provide our trademark 'indie' license for $295 and a full commercial license at $995 a programmer seat. Jay Moore GarageGames Evangelist

    --
    Independent game developers because we WANT TO BE... not because we're wannabes.
  24. Now if someone smart... by bruthasj · · Score: 2, Interesting

    Can give me a triple punch of an architecture including the best of:

    * Twisted
    * ACE
    * OpenTNL

    Any other neat ones you can think of?

  25. And the flavor of the year is... by Fizzl · · Score: 2, Insightful

    P2P!

    Why in the hell is everyone spouting stupid crap like parent here. Explain to me what good would P2P do for a MMOG?
    And I'm not merely flaming parent here, but you people in general who generate instant karma from likely minded slashbots who have no clue of how networking or software works.

    Imagine this:
    Really Smart Software Engineer: What you observe here is a higly optimized algorithm for generic cryptoanalysis.
    Point to Point Idiot: *has no clue but nods*
    RSSE: And this is the networking core. It fetches data to be analyzed from the central archive, processes it and sends back the results.
    P2PI: *Still has no fucking clue but hears the words networking and central* *Eyes bright up*
    P2PI: Why don't you put P2P in it to make it go faster!=!=!1!?1+1!?1+1
    RSSE: *WTF?!*

  26. Different for games by phorm · · Score: 2, Insightful

    The problem with most games is the balance between server CPU, bandwidth, and client data.

    In the case of 3d games especially, the clients' fancy 3d card won't do much good unless the server sends it rendering information. Having the server determine "what can be seen" by a player beforehand gives excessive overhead, so in most cases you're sending such info to the client regardless of whether it is intended to be rendered. With the code for server/client communication, you could create a proxy or crack that would allow you to sniff data that should be hidden... like that guy hiding behind the crate you shouldn't see.

    And, of course, in the same situation one could do all that by using a modified video setting which makes textures partially transparent... allowing you to see through the crate without any changes to the game binaries needed.

    It might be OK for RTS games where the calculation of visibility is less intensive on the server, but not FPS or MMORPGs with 20+ players.

  27. Re:Two thumbs Up by abandonment · · Score: 2, Informative

    We have had our entire game engine available under an MIT license for 5 years - alot longer than Torque has existed.

    Plus we beat torque feature-for-feature for graphical rendering quality and ease-of-use.

    The rest of the game industry IS doing similar things - just no one on slashdot seems to be inclined to check anything out outside the familiar box of 'garage games == everything indie'