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Posted
Can you please tell us how you will approach multiplayer?

Hi Fates.

 

the RakNet networking library is being added to the BV engine.

the engine developers have promised standalone server capability, hopefully by the end of summer.

 

the intention is to set up one server, which will support 32 simultaneous players for testing purposes.

see how that goes, and then build it up from there. a lot of it will be unfamiliar territory for me, and

there is bound to be 10x tons more reading/tweaking to do.

 

when the wrinkles have been ironed out, and the game's stable, i aim to include full standalone server

capability for everybody. not a lobby system, which necessitates you playing on the same machine as

your server.

  • 6 months later...
Posted

If you are using TGEA now, will you be using TNL as well (?)

 

I assume you know that all 4 original main people at GarageGames are x-Dynamix, and 3 of them were involved with making RBII/3D

 

Tim Gift said it might well be possible to do 128 player, and that was in late 2000 when I first became a GG member myself ... I would assume they've improved the network code in 7 years

 

RB3D was released just before Tribes, and while I was told RB3D was separately written (mostly by a guy named Brian Apgar) RB3D was tested with 100 on LAN, and in the past, we've run games for up to 5 hours with a 76 player 'cap' having 60-76 in game the whole time .. though the largest tounament we play now is 25 per side / 50 total ...

 

RB3D was the first game released with the server-client software included.

Posted

Hi Flybert,

 

If you are using TGEA now, will you be using TNL as well (?)

oh, yes. definitely. but the TNL is inbuilt into TGEA, isn't it? if you purchase the TNL on it's own, you just get the networking library,

free from the constraints of the "game". but i'll be needing "the game" (unless there are serious reasons why their framework should

be dumped... or the standalone TNL is so updated and fantastic that it needs to be added on top of the existing networking).

 

I assume you know that all 4 original main people at GarageGames are x-Dynamix, and 3 of them were involved with making RBII/3D

no, i didn't. thanks for this very interesting piece of information. i've often wondered what they went on to do afterwards.

 

I would assume they've improved the network code in 7 years

i think so. and everything is there to be tweaked, should it not fit the requirements of your game.

 

I was told RB3D was separately written (mostly by a guy named Brian Apgar)

that's interesting too. I looked him up... a computer science graduate with a string of qualifications.

what a team! for all it's flaws, they did a *fantastic* job. full of admiration for them.

 

 

you mentioned that you were a GG licensee, flybert... did you keep it up?

i've seen a few of your early posts on the forum, but nothing recently.

 

 

regards.

ken

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