[Plib-users] SSG without X on server
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From: Alexander R. <a_r...@in...> - 2000-09-09 18:08:38
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Hi, I realized that I will soon stumble over the following problem: I want my game to run as well without any net as well to run in a client/server mode for multiplayer games. But I do not only want the server to be run on the machines of the end-users, but (in the far future) also on dedicated game-servers, if possible. On these game servers, where a TuxFleet server will run, it should'nt be necessary for the admins of these game servers to start TuxFleet servers while running X - I want to make a server-only version of TuxFleet, that never tries to open a window or to connect itself to the current X-Display. At the moment, this could be possible - because now, I am doing only collision checking on 'Shield Level', and for that I do not need any SSG-routines, and for the game logic to run, I also do not need GL/SSG. BUT! As soon as I implement collision checking on 'Hull Level' (meaning, I have to use the collision-checking-routines from SSG) I will have a problem for my server. SSG wants a glContext, and (I think) the GL wants to have a running X. Correct me if I am wrong. So, on a server-only machine, there be no X, so there will be no GL, so SSG wont initialize, so I can't do collision checking on vertex level. Can I use GL without the GL wanting to connect to a X-Display? Could the collision checking routines of SSG be used without having to init GL? A solution could be to start a vnc (virtual X-server) on the server and let the TuxFleet server connect to this - this probably wouldn't be slower, since the TuxFleet server opens a window. Any ideas? I hope you understand what I meant. Alex -- Alexander Rawass Email: ale...@us... Project Homepage: http://tuxfleet.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |