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AI in hosted games

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Hello all,

I am working on a client hosted co-op action game.

Lately I've playing with the AI and I realized that I've missed a critical point:

How do client-hosted games deal with an AI that is spread over multiple scenes?

The current architecture that I have is an authoritative server that one of the clients host, the server runs inside the engine (it can be extracted though), the server has a quad-tree that through it, it queries which clients receive which information.

The main considerations that worry me are:

  • A* navigation in a server that doesn't …

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