Introduction This article is the final part in the series about an MMO game architecture based upon IBM's first 3D MMO game, PowerUp. Part 1 outlines the architecture, specifications, and intended functions of the architecture. You learned about the high-level and detailed architecture design.
Cross Platform and Fully Integrated RakNet supports all of the most popular gaming platforms and is integrated into many middleware solutions. Platforms RakNet supports Windows, PlayStation 3, XBOX 360, PlayStation Vita, Linux, Mac, the iPhone, Android, Google native client, Windows Phone 8, and Windows Store 8. Native Integrations
3. Adding functionality Now that we have a client and server instantiated, we need to know what it can do. The best way to find out is to go to the source: RakPeerInterface.h. It contains all the functions for the class, plus detailed comments on each function. See the comments for the Startup and Connect functions.
Overview Torque was designed from the foundations up to offer robust client/server networked simulations. Performance over the internet drove the design for the networking model. Torque attempts to deal with three fundamental problems of network simulation programming - limited bandwidth, packet loss and latency. For a more detailed, if somewhat outdated, description of the Torque network architecture, see "The Tribes II Engine Networking Model" paper by Tim Gift and Mark Frohnmayer and the accompanying PowerPoint slides in the Torque documentation area on GarageGames.com. An instance of Torque can be set up as a dedicated server, a client, or both a client and a server.