I'm working on a 2D multiplayer game and would like to split the game up into multiple maps. I can conceptually figure out how to divide players up and keep them only aware of events they need to be aware of, but I can't quite wrap my head around how to build the server and handle collisions.
I planned on using move_and_collide() for movement, but I don't know if that's going to be possible. There could be dozens of players scattered across different maps at any given time. What would the process be to check for collision server-side, given that the players may be colliding with tiles, players, enemies, other players, etc. ? Doing this with one map is fairly simple because of move_and_collide, but I can't just load all the maps at once on the server(?). Making the client aware of everything as frequently as possible is fine, but I'd prefer to be able to keep the server as authoritative over this process as possible.
Is there a godot solution to handle something like this? If not, any recommendations?