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Frequently Asked Questions - Index
If you have any questions about TNL, please check to see if you can find an answer here. If not, feel free to ask either in the forums or via mail.
The Torque Network Library is a powerful codebase on which to build all manner of networked applications, but especially distributed simulations and online games. TNL was the award-winning networking technology used in Starseige, Tribes, and Tribes 2, among others, and more currently in the Torque Game Engine, sold by GarageGames. GarageGames seperated the networking layer into a seperate, stand-alone product, producing TNL. You can read an a more detailed summary of TNL's evolution and growth over the past few years here. The Torque Network Library was designed to overcome, as much as possible, the three fundamental limitations of network programming - high packet latency, limited bandwidth and packet loss. It also provides some really easy to use and powerful RPC functionality and object management infrastructure. It uses a UDP-based notify protocol, on which a short stack of custom protocols reside. It allows you to send data in an unguaranteed, guaranteed, guaranteed ordered, or most recent fashion. It also manages bandwidth usage efficiently, ensuring that even on the smallest pipes the most important data gets through first and with a minimum of lag. You can get it by anonymous CVS, or by downloading an archive of the source. We also have binary versions of our demos available. You can download all of these things from the download page. Full documentation for the TNL is available online. Additional help and questions can be answered on the TNL mailing list. In addition, other resources will be available soon. Yes. You can subscribe to the TNL development mailing list. The Torque Network Library runs on the Microsoft Windows, Mac OS X and Linux platforms. A Microsoft XBox version is available seperately from GarageGames.com and future support is planned for Sony's Playstation 2 platform. TNL compiles under either either Microsoft Visual C++ 6.0 or Microsoft Visual C++ .NET 2003 on Windows, XCode on Mac OS X and with makefiles and GCC on Linux. In addition, TNL is designed to be easily portable, with all platform specific code contained in a single module. Yes. TNL licenses are available for closed-source projects and commercial software. The TNL Independent Game Developer License, which can be used for the purpose of making small, self-funded games, is available from GarageGames.com for $295 per programmer. The TNL Commercial License has no product type or revenue restrictions and is available from GarageGames.com for $995 per programmer. An additional licensing fee is required for projects using the TNL on gaming console systems including the Microsoft XBox, Sony Playstation 2 or Nintendo GameCube. The Independent Game Developer License can only be used by self-funded developers whose total company revenue does not exceed $250,000 annually for the purpose of creating game software. Any game projects that are works for hire or contracted by a company whose annual revenue exceeds $250,000 annually require the purchase of commercial licenses for each programmer. It means that TNL is licensed to individuals. Each programmer that uses, compiles or references the Torque Network Library on a project must have a license to use the TNL. The Independent Game Developer license cannot be transferred. The Commercial License may be transferred to another developer within the same organization. This happens when Zap is unable to find its level file. To fix it, make sure that the working directory is set to the exe subdirectory. The simplest fix is to make sure Zap is in this directory and run it from there. If you're using an IDE, you can adjust the app's working directory. Some IDEs like to clobber working directory settings. Multiple licenses for TNL enable it to be used both for open source development and for closed source projects. However, this requires that all contributors fill out a Joint Copyright Assignment, so that the copyright is unified. This ensures that TNL remains legal for use in all situations. Our approach is similar to what Sun is doing with OpenOffice development; you can see their FAQs about it here. |