A friend and I are in the process of designing a multi-player RTS set in space. Really digging the Unreal Engine and fantastic VS2015 C++ support, so am stoked.
One of the last bits I’m trying to figure out is how to approach a “large cluster of star systems” in the context of a multi-player game. Essentially any one player can only see one system at any one time, so is it relatively straight forward to limit replication to only systems that players are observing? (Obviously if 2 players are looking at the same system they’d see the same thing).
I’m gravitating towards “one big level” and hopefully doing the above, but is there any other way?
Thanks in advance!
EDIT: I should note that the cluster will be dynamically generated from a seed.