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The client and server have two different notions of visibility, by the way. The sever is generally going to avoid visibility checks using actual geometry and at the most naive level may not implement visibility at all. In past work, I have re-used parts of the graphics engine's dynamic PVS system to implement agent (AI) pathing on the server, however ...


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First of, don't ask client "what is your interest", that equal to just send them the knowledge about every object. Instead, when server updates the world, check where the player is, decide "area of interest" for that client, gather data for it and send it. In very simple example, that is no where fast enough for object amounts that MMORPG's have, it could ...



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