Book Image

Torque 3D Game Development Cookbook

By : DAVID WYAND
Book Image

Torque 3D Game Development Cookbook

By: DAVID WYAND

Overview of this book

Torque 3D is a popular game engine that supports you in every step along the way to making your game a reality. Even with all of the power and tools that Torque 3D provides, finishing a high quality 3D game requires time and knowledge."Torque 3D Game Development Cookbook" is a practical guide that takes you through each of the major steps on the journey to creating your game, while learning a few tricks along the way.The recipes in this book start off with learning some of the finer points about TorqueScript. The book then moves on to each of Torque 3D's subsystems and ends with a variety of game play recipes.The various topics covered include activating level-specific game code and scheduling game events, dragging and dropping items between windows to work with an in-game inventory system, and covering the seams between objects with well placed decals. Some of the advanced topics include writing custom shaders and postFX, using zones to improve rendering performance, and enhancing your game's ambience through sound.Once you are done with Torque 3D Game Development Cookbook you'll be on your way to creating amazing 3D games and gain expert knowledge of Torque 3D.
Table of Contents (17 chapters)
Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Accessing the server connection from the client


While writing gameplay code for the client, it is important to be able to access the GameConnection class instance to the server. In this recipe, we will learn how to access the server connection class on the client.

How to do it...

In Torque 3D there are three different locations that the connection from the client to the server may be made. In each case the code looks as follows:

%conn = new GameConnection(ServerConnection);

In this code, the GameConnection instance is given a name of ServerConnection. It is through this name that we may work with the connection to the server on the client. For example, to access the object currently being controlled by the client, which is typically the Player class, we may do the following:

%object = ServerConnection.getControlObject();
if(%object.isInNamespaceHierarchy("Player"))
{
  // Do something with the player instance
}
else
{
  // Work with another control object class, such as
  // a vehicle
}

See also...