Yes, I do write some logs to a file from time to time, for now. I think I'll try the socket thing later with python maybe. Renderer "None" is pretty much a lifesaver for AppGameKit, because otherwise, servers .exe made in AppGameKit cannot be hosted on 'normal' hosting service, because all AppGameKit renderers requires some graphic capability. Only AppGameKit Studio has the choice to choose renderers though, Classic doesn't.
Another question (I don't know much about renderings), just to make sure:
How do I run 3D calculations and physics and everything else in the loop , without calling SYNC()?
I want the game to have the ability to 'minimize', and doesn't try to render anything graphically 3D to screen, to preserve the PC resource while the game is being minimized.
And then, if the player chose to maximize the .exe again, I wanted the minimized .exe to return to its 'active' state and render all the graphics like usual, and doesn't skip any graphic update, as if it was never minimized before.
I cannot do this with Renderer "None" because it only works once at the beginning of the code, it doesn't work in the middle of the loop.
So should I just skip the SYNC(), and just directly LOOP()? Is that all? I think I'm missing something.
The reason for this is, I want to implement player merchant feature in my multiplayer game project. While player shop is open, I want the player to have the ability to AFK and conserve PC resource.
Basically player will set up their store, then minimize the .exe and AFK to conserve PC resource while he's sleeping (in real life), while other players can still browse his shop while he's AFK. Later on, the shopkeeper player will return, and maximize the .exe back to see how his store is doing.