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	<id>https://www.fightorder.net/wiki/index.php?action=history&amp;feed=atom&amp;title=Recoil%3AHeadless_and_Dedicated</id>
	<title>Recoil:Headless and Dedicated - Revision history</title>
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	<updated>2026-04-21T01:06:38Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://www.fightorder.net/wiki/index.php?title=Recoil:Headless_and_Dedicated&amp;diff=1068&amp;oldid=prev</id>
		<title>Qrow: Created page with &quot; ## Overview  Recoil builds some **extra binaries** that **behave differently** to the primary &#039;spring.exe&#039; one. This guide briefly describes what they do and when to use them.  ### Headless  The headless build **only does the simulation** and does **not do any rendering**. **Widgets still work** and are the main way to provide input, all rendering-related call-ins and call-outs just do nothing.  It is **great for automated tasks** such as:  * gathering **data from repla...&quot;</title>
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		<updated>2026-02-24T03:12:48Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot; ## Overview  Recoil builds some **extra binaries** that **behave differently** to the primary &amp;#039;spring.exe&amp;#039; one. This guide briefly describes what they do and when to use them.  ### Headless  The headless build **only does the simulation** and does **not do any rendering**. **Widgets still work** and are the main way to provide input, all rendering-related call-ins and call-outs just do nothing.  It is **great for automated tasks** such as:  * gathering **data from repla...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
## Overview&lt;br /&gt;
&lt;br /&gt;
Recoil builds some **extra binaries** that **behave differently** to the primary &amp;#039;spring.exe&amp;#039; one.&lt;br /&gt;
This guide briefly describes what they do and when to use them.&lt;br /&gt;
&lt;br /&gt;
### Headless&lt;br /&gt;
&lt;br /&gt;
The headless build **only does the simulation** and does **not do any rendering**.&lt;br /&gt;
**Widgets still work** and are the main way to provide input, all rendering-related call-ins and call-outs just do nothing.&lt;br /&gt;
&lt;br /&gt;
It is **great for automated tasks** such as:&lt;br /&gt;
 * gathering **data from replays, general analysis**. Spectate a replay, use a widget to gather data.&lt;br /&gt;
 * simulating **AI vs AI** games (either for AI development, or just to produce something analyzable in conjunction with the above).&lt;br /&gt;
 * simulate games played on a dedicated binary, to **verify results**. See below.&lt;br /&gt;
 * be a game server for a multiplayer game, though only **on limited scale** (perhaps for important games like tournaments). See below.&lt;br /&gt;
&lt;br /&gt;
### Dedicated (aka dedi)&lt;br /&gt;
&lt;br /&gt;
Simulating games can get fairly heavy, such that a game server would **struggle to simulate more than a handful**.&lt;br /&gt;
However, players simulate the game anyway, so **a server technically doesn&amp;#039;t need to** - this is the idea behind the dedicated binary.&lt;br /&gt;
It only collects and **relays network traffic without running the simulation**.&lt;br /&gt;
&lt;br /&gt;
Typically, dedicated servers are used for **automated hosting in large games** since they are quite lightweight.&lt;br /&gt;
In theory this leaves games without a single source of truth, but **replays are still produced** which can be ran for verification **later, as needed**.&lt;/div&gt;</summary>
		<author><name>Qrow</name></author>
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