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Torque 3D Game Development Cookbook

You're reading from   Torque 3D Game Development Cookbook Over 80 practical recipes and hidden gems for getting the most out of the Torque 3D game engine

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Product type Paperback
Published in Jan 2013
Publisher Packt
ISBN-13 9781849693547
Length 380 pages
Edition 1st Edition
Languages
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Author (1):
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DAVID WYAND DAVID WYAND
Author Profile Icon DAVID WYAND
DAVID WYAND
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Toc

Table of Contents (17) Chapters Close

Torque 3D Game Development Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. TorqueScript: The Only Script You Need to Know 2. Working with Your Editors FREE CHAPTER 3. Graphical User Interface 4. Camera and Mouse Controls 5. Your Graphics Evolved 6. Make That Sound Happen 7. Game Objects 8. Multiplayer Servers 9. Importance of Networking 10. Miscellaneous Gameplay Features Index

Connecting as an HTTP client


Communicating with an HTTP server can be quite useful for a game. An HTTP server could provide a login service or storage for a game's high scores.

In this recipe, we will learn how to have Torque 3D retrieve data from an HTTP service that returns our external network IP address.

Getting ready

We will be making TorqueScript changes in a project based on the Torque 3D's Full template, using the Empty Terrain level. If you haven't already, use the Torque Project Manager (Project Manager.exe) to create a new project from the Full template; it will be found under the My Projects directory. After that, start your favorite script editor, such as Torsion, and let's get going!

How to do it...

In the following steps, we will connect with an HTTP server that will give us our network IP address:

  1. Open the scripts/server/game.cs file in your text editor, add the following code to the bottom of the file, and save:

    // Callback: Cannot resolve name
    function IPCheck::onDNSFailed(%this...
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