Running excalibur on the server #2759
Replies: 3 comments 19 replies
-
@savaparoski Let me dig around, it should be possible to run most systems (apart from graphics) in a server context. I'll publish a sample when I figure out something that works. Totally agree that re-using the existing excalibur code would be ideal! |
Beta Was this translation helpful? Give feedback.
-
Looks like this thread is based around running excaliburjs on the client and a physics runtime on the server-side....what about running excaliburjs in a "headless" mode on the server? Or even the use of an appropriate shim on top of the main library that allows for this? My goal would be to run a authoritative instance of my multiplayer game on a server, using the exact same codebase as the client. |
Beta Was this translation helpful? Give feedback.
-
I'm also really looking forward to Excalibur on the server! Right now, I have implemented multiplayer in my game using some kind of distributed computing 😀 Each player locally processes himself and some of the background objects. The server only forwards events between players via web sockets. It's not a very secure system, but it works |
Beta Was this translation helpful? Give feedback.
-
There was a short conversation about running excalibur on the server.
I looked at the example @eonarheim provided and it works just fine.
However, this means I have to replicate a lot of my code into matter.js and then make sure it works just like in excalibur in order to simulate game on the server.
Are there any ways to run excalibur on the server from the same codebase as clients?
Beta Was this translation helpful? Give feedback.
All reactions