Multiplayer performance issues has been bugging me lately, as I really don’t want to see multiplayer have to restrict any aspects of gameplay solely based on performance. That’s why talk of limiting hearthling count scares me. Anyway, I had an idea:
Randomized distributed processing
What this is intended to do is delegate some of the processing tasks (ai, pathfinding, hyrdology, etc.) that the server must do to the client machines.
However, to prevent cheating, the server will randomly select two clients to do this task, that way the process can be verified, since the two results should match. Also, having two clients verify would make it much more likely for the processing to actually finish.
Is this initial idea feasible, or am I just crazy-talkin’ ?