All of that is, frankly, a trivial O(N) problem with some glitzy graphics thrown on top. The CPU load, like most FPS games, is trivial: it's all the shiny effects that slow you down because of all the scene rendering the GPU has to do. On the server side: Each physics frame, a bullet can ask "in any of the grid cubes I passed through, do any objects have colliders? If so, did I hit them?". This is constant-time per bullet, since it only has to poll nearby objects, and O(N) in the numbe
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