Looking to make a client/server based game. That is, a dedicated server executable and seperate client executable.
How do you slow down/stop the OpenGL rendering so it doesn't eat up CPU cycles in server that could be used for network, AI, world processing, etc? Assuming C++/teir 2 and windows.
- thought about spawning threads to deal with AI and non-AGK code
- maybe a Sleep() call in the Loop(), but will that affect AppGameKit network processing?
- is AppGameKit network algorithms published so I could write a non-AGK server?
How do you get a client's IP? This is useful for logging and banning.