Recoil:Headless and Dedicated
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- Overview
Recoil builds some **extra binaries** that **behave differently** to the primary 'spring.exe' 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 replays, general analysis**. Spectate a replay, use a widget to gather data. * simulating **AI vs AI** games (either for AI development, or just to produce something analyzable in conjunction with the above). * simulate games played on a dedicated binary, to **verify results**. See below. * be a game server for a multiplayer game, though only **on limited scale** (perhaps for important games like tournaments). See below.
- Dedicated (aka dedi)
Simulating games can get fairly heavy, such that a game server would **struggle to simulate more than a handful**. However, players simulate the game anyway, so **a server technically doesn't need to** - this is the idea behind the dedicated binary. It only collects and **relays network traffic without running the simulation**.
Typically, dedicated servers are used for **automated hosting in large games** since they are quite lightweight. 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**.