I want to do some collison detecting serverside, not really anything more.
Cause if i do this Clientside, it would be to easily chatable.
Serverside are models aviable the Client uses as well in a far simpler versions (aka the player is a slightly deformed box)
So the question is:
Is JME good useeable for this serverside? Or are there better alternatives?
How performant will that be ?
If JME, from what should I derive my game, since no grafik is needed serverside of course, and are there some examples? (did not found any in the forum)
I would suggest you to decouple the server side physics from the game server. Let the physics server connect to the game server like a client, and be allowed to post updates to every entity. You can do the same with the AI.
I thought of that too, but decided to don't do it, cause it will be quite insane, since i have a unknown amount of gameservers (Ther already is a MasterServer for syncronizing the network of gameservers)
Maybe if you can separate the collinsions. Some may be on terrain and fixed obects ( buildings, trees, track etc) others may be on moving objects ( players, npc's, cars).
You may find that you can vaildate the fixed objects quite easily using a map ( similar to hamsterofdeaths ), whereas you may need to use bounds for the moving objects.
JGN's physics synchronization support is based around the idea of both client-side and server-side physics being applied, and if there's a difference of opinion server-side physics rules. :o