Original Post
How do online games with 1000s of players on a server handle pathfinding and collision detection? Surely it would be too expensive to do routing and collision detection for 1000s of people in a world on the server, yet it would also be prone to cheats if it were done on the client side, so surely it has to be done server side. What techniques could be used to reduce the computation costs involved. Is partitioning the world going to be enough?