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.
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?
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."
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.
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.