Here’s the setup: Each player has a couple autonomous drones that fly around (potentially far away from the actual player). In this game, streaming is enabled. Thus, it is logical to conclude that drones that fly far away from the player might get streamed out of existence.
So here’s my dilemma (trilemma?):
- Server-side: If I run the drone code server-side, the streaming aspect doesn’t matter, but the tradeoff is that I am running physics server-side, which could look choppy for the player as it gets replicated.
- Client-side: If I run the code client-side, it will be nice and smooth, but I risk losing the drone due to streaming.
- Client-side only: If I create the drones client-side, I get around the streaming issue and get smooth drones, but I’d have to do this for every drone for every player, which could be a performance problem for mobile players.
I would really prefer to run this code client-side, but I don’t see how it’s possible to do this in a streaming-enabled environment. Any ideas of what I could do? As far as I know, there is no API that allows developers to blacklist a model from the streaming system.