This question is a little tricky, but I will try to make it clear,.
Lets say I am building an online game, not in a mmo scale (not MMO-scale), but gladly supportingthat supports as many players as possible, in a authoritative server approach, and. I want really big worlds with lots of AI simulated enemies.
I am aware of a few strategies to save server'sserver CPU by subdividing the space and not processing what doesn't need processing. I 'vehave already split the world by regions, that will require loading times and small transitions, which iI think is important to mantainmaintain the quality of gameplay when playing locally (alone or even with a couple of friends) because. I don't expect the players won't normallyto be in more than one or two regions.
But evenThe problem is that a region can become pretty big, and have a lot of NPCNPCs simulating at a time, howonce. How do I handle this without screwingaffecting the player'splayers' experience? Approaches like one server per region and alike are not in the table.
I am mainly looking for data structures to hold hordes of enemies, and even peaceful NPCNPCs. To finalize the question, please note that vehicles exist, therefore its considerably fast to travel within a region, influencing the "when" to cull areas.
Sorry for the confusing question, thanks