Pretty soon after the simulation starts the time between player updates gets longer and longer. There should be some sort of mechanism to prevent lag, whether it be an entity cap, a batch processing system (maybe parallelization?), or a combination of solutions.
Pretty soon after the simulation starts the time between player updates gets longer and longer. There should be some sort of mechanism to prevent lag, whether it be an entity cap, a batch processing system (maybe parallelization?), or a combination of solutions.