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3D Game Programming All in One, Third Edition by Kenneth C. Finney

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CHAPTER 6NETWORK

Although little emphasis was given to the subject in recent chapters, a key feature of working with Torque 3D is the fact that it was built around a client/server networking architecture.

Torque 3D creates a GameConnection object, which is the primary mechanism that links the client (and the player) to the server. The GameConnection object is built from a NetworkConnection object. When the server needs to update clients, or when it receives updates from clients, the work is done through the good auspices of the NetworkConnection, and it is normally quite transparent at the game level.

What this means in practical terms is that the engine automatically handles things like movement and state changes or property changes of objects ...

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