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Monogame's role in an authoritative server?

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@AaronLS wrote:

Even though monogame is a graphics eneinge, I see that alot of people are leveraging the 3D/2D objects that are loaded as part of their collision detection and physics.

If I write an authoritative server, then it doesn't really need to be concerned with graphics. It will need to load the XNB models to get their bounding boxes for use in collision detection, thus I'll have a reference to monogame in my server project, and would use monogame objects like Vector's and Matrixes in both server and client. My question is, Should it be no problem running as a Windows service without a graphics device server side, as long as I don't ever call Draw? Just trying to determine if there might be some dependency on a graphics device that would prevent an application referencing MonoGame assemblies from loading successfully in a server.

The idea being that the physics/collision code would be shared in both the server and the client(for client side prediction), but the Server would not call Draw.

Just looking for general advice on whether this sounds like a sound approach, and any other tips.

I'm wondering if there's good approaches to minimizing memory usage on the server. Wondering if there's a way to generate server specific XNB's that are just the bounding boxes and don't include meshes and other information not needed server side.

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