Client Sided Hostiles?

I’m brain-storming different ideas as to how I can create replicated Client Sided hostiles.

The reason I’m doing so:

My game will be split into several different “Chunks” that are ONLY loaded in when the Player enters them. I.E. Teleports to a new area etc.

Because of this, I need a way of spawning Hostiles / Enemy’s on the Client or somewhat similar as without doing so - They would continuously fall due to loading on the server where no actual Map is generated.

I’m looking to replicate said Hostiles as I don’t want the Players to be seen as fighting nothing due to replication processing etc.

Does anyone have any suggestions as to how I can do this?

I wouldn’t recommend relying on the client for map generation data, that could be exploited to do some weird things to your game. If you did it the way you wanted, the server would have to ask the client for the game state which is never a good idea.

My recommendation is dynamically load in chunks on the server based on where players are. When chunks are active/loaded on the server, the server can spawn enemies within that chunk. Sanity checks on the server are going to be way easier if you load in chunks on the server.

Besides that, the purpose of the server is to replicate things across clients so there isn’t really a purpose to render something on the client if you are going to send everything to the server and then back to the clients anyway. Client side rendering is great for reducing load on the server, but it’s only really useful when it’s rendering things the server doesn’t need to know about (or reducing computational load, which I’m not convinced this would do much of).