Torque Network Library 1.5.0 review

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The Torque Network Library project is a robust, secure, and easy-to-use cross-platform C++ networking API designed for high performan

License: GPL (GNU General Public License)
File size: 0K
Developer: Mark Frohnmayer
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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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