Closed cozis closed 4 months ago
Interesting, I haven't considered this scenario.
What parts of the engine do you need for the server?
I'm guessing everything except windows, rendering and audio. You could think of the server as a CLI app
We could do something like a #define OOGABOOGA_HEADLESS 1
which #if removes the gfx_init call and most of os_init (Windowing & Audio stuff)
Although since we don't have linux implementations, maybe you're thinking about just stripping the whole os thing and programming directly in unix ? #define OOGABOOGA_NO_OS_IMPLEMENTATION 1
?
Something like OOGABOOGA_NO_OS_IMPLEMENTATION
works. Since I'd be porting code anyways I wouldn't mind contributing code back to the engine if that's of interest
Something like
OOGABOOGA_NO_OS_IMPLEMENTATION
works. Since I'd be porting code anyways I wouldn't mind contributing code back to the engine if that's of interest
Yeah go for it, let me know if something is confusing in there
I'll start by adding the OOGABOOGA_HEADLESS
option then
One last thing. Any preferences/conventions for commits and PRs?
Not really, do as you like.
Hello! I'm trying to make a multiplayer game with this engine and I'm looking for the best way to get a headless build of the game to run on servers. The idea is that regular builds of the game would only run on windows, while headless builds (no windowing, no graphics) should run on both windows and linux.
The two solutions I can think of are:
At the moment I went with (1), but the ideal solution for me would be something similar to (2).
I wanted to get your thoughts before doing any significant changes to the engine