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.
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.
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.
Switching to the bicycle as a primary means of transportation has many benefits - not only are you always in shape, but you also consume less oil, which by any measure is a good thing.
If you want to really enjoy your cycling, I'd also recommend checking out recumbent bicycles. I've been riding recumbent for the last year, and it's totally changed the way I transport myself. The lack of soreness in the shoulders, neck, wrists and groin has made biking much more pleasurable and practical - to the point where I rarely need to drive at all any more. Recumbents are also really speedy once your muscles have adjusted to the different riding position.
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.
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.
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.
Switching to the bicycle as a primary means of transportation has many benefits - not only are you always in shape, but you also consume less oil, which by any measure is a good thing.
If you want to really enjoy your cycling, I'd also recommend checking out recumbent bicycles. I've been riding recumbent for the last year, and it's totally changed the way I transport myself. The lack of soreness in the shoulders, neck, wrists and groin has made biking much more pleasurable and practical - to the point where I rarely need to drive at all any more. Recumbents are also really speedy once your muscles have adjusted to the different riding position.