Quote:
Originally Posted by Osprey
AI activity is computed by the server and the 3D point in space of each object distributed to each connected player for rendering, but only those within visual range. That's how I understand it anyway. Offline it is all on your machine.
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Indeed, but they have to communicate a lot more than just the 3D point in space - for example where the gun is pointing, when it fires, the trajectory of the shell, the damage to the vehicle....
My point is about the AI decision making - whether that could be distributed - as I understand it, that is all done on the server and would be a huge load for Kursk-like battles.
Maybe all the vehicles within a client's sphere-of-influence could be "controlled" by the client, taking load off the server? But then what happens when more than one client is within range?
56RAF_phoenix