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 …