Torque Network Library

Torque Network Library is a C networking library for games and simulations.
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Torque Network Library Ranking & Summary

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  • Rating:
  • License:
  • GPL
  • Price:
  • FREE
  • Publisher Name:
  • Mark Frohnmayer
  • Publisher web site:
  • http://www.opentnl.org

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Torque Network Library Description

Torque Network Library is a C networking library for games and simulations. The Torque Network Library project is a robust, secure, and easy-to-use cross-platform C networking API designed for high performance simulations and games.It features a UDP- based connection architecture with DoS prevention functionality, different types of data guarantee, bit stream compression, server object replication and updating, and a simple, highly space efficient RPC mechanism. It includes a deterministic application journaling replay function for eliminating hard to find networking bugs. Here are some key features of "Torque Network Library": · Portable · Powerful RPC Support · Lightweight and efficient - not intended to be a replacement for CORBA. · Extremely easy to use - two simple macro definitions and you're done. · No complex wrapper classes to work with - write and call your functions as you normally would, and TNL will take care of the rest. · Robust UDP-based notification protocol · Supports fixed or adaptive rate data transfer. · Arbitrary sized packet window. · Robust connection handshaking. · Handles packet loss/out of order delivery. · Networked Objects · Instantiation of objects by name or ID. · IDs are assigned to NetGroups, so that only objects relevant to a connection can be references. · Event Support · Unguaranteed, guaranteed unordered, or guaranteed ordered event delivery. · Notification to the event when it has been received or dropped by a client. · Ghost Support · Most-recent state information is transmitted to clienst. · Scoping of objects to only those clients for which they are relevant - this helps prevent cheating or data sniffing and makes dramatically more effective use of available bandwidth. · Prioritization of state updates by arbitrary criteria, such as relative velocity, team, ownership, etc. · Extensible Protocol Architecture · Easy to extend the protocol, for instance, to transmit player move information with every packet, or add voice support. · See Torque for examples of additional capabilities that could be added to the protocol.


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