Game Development Community

Compiling a linux dedicated server

by Manoel Neto · in Torque Game Engine Advanced · 04/01/2009 (12:16 pm) · 4 replies

I'm working on a multiplayer game based around dedicated servers. Game is set to use T3D (it's a long way off), but right now we're prototyping server infrastructure with TGEA 1.8.1.

Thing is, so far the only part of our infrastructure which requires windows are the machines hosting the dedicated servers (of which we'll need several). This limits our hosting options, since hosts often ask more for Windows-based dedicated machines.

I know getting TGEA proper in Linux would be a nightmare, but what about a POSIX-only build meant for dedicated servers? Where should I look into creating the makefiles needed to compile TGEA with GCC? What would need to be added (or ported from TGE) to the platform layer? Would there be any major gotchas I'm missing?

#1
04/01/2009 (9:21 pm)
I will second this request ..although i suspect only GG could tell you for sure which parts of the engine could be left out .


But it would be a big plus to have this capability. Maybe GG could add it to the T3D feature request list .. ?

#2
04/02/2009 (7:46 am)
I suspect it should not be so difficult to do as now TGEA 1.8 can compile on Mac OS. I will suggest to strip down all the GFX specific code and keep the GFX null driver (which is used for the dedicated server)...
#3
05/25/2009 (4:31 pm)
I too would love an answer to this questin. It comes up every few months and never seems to get any form of answers from the GG crowd.
Please, if there is a way to do a server-only compile on OSX please just tell the comunity how. I'm sure were collectively bright enough to figure out how to then repeat the procedure in Linux Etc
#4
05/26/2009 (5:39 pm)
I would also like to know if this is possible .