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Server-side AI traffic #390

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enzofrnt opened this issue Nov 13, 2024 · 1 comment
Open

Server-side AI traffic #390

enzofrnt opened this issue Nov 13, 2024 · 1 comment
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feature New feature or request

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@enzofrnt
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Is your feature request related to a problem? Please describe.
No problem, ended that AI traffic is hard to run on client side.

Describe the solution you'd like
Maybe it could be possible to add server-side AI traffic to make multiplayer server more immersive.
But that maybe impossible because I think we don't have access to AI or road mapping of beamng for AI traffic.

Describe alternatives you've considered
There is no alternative.

@enzofrnt enzofrnt added the feature New feature or request label Nov 13, 2024
@carsakiller
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As far as I know, the simulation is taking place entirely in clients, with the BeamMP server acting sort of like a fancy proxy. The server has no knowledge of game files or a vehicle's surroundings… so this would be very challenging to do entirely server-side. It isn't really possible for a vehicle to be “owned” by the server, as it cannot simulate it at all.

It could be possible to pick a player as a “host” and have them spawn the AI traffic vehicles, simulate them, and sync their positions with everyone. However, it isn't a very elegant solution and “host” migrations would be very unpleasant with BeamNG's current vehicle loading.

The server could also maybe move vehicles down the AI paths (sent in by a client) like trains on tracks… but it would be very basic and difficult.

It is a good discussion to have though, it would be very nice, just also very difficult.

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