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?
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.
Tribes 2 was as Linux Friendly as Quake 3 and UT2004: I have the linux client and it works very nicely.
Nice try though
I imagine it's par for the course in the game industry, where code is written to be abandoned within a few years.
Great! 100 sourceforge game project leaders just jumped for joy. Then went right back to not writing and linux games.
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.
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?
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?
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.
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...
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.
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