   Server side representation of the world/region
  I am trying to figure out how to add a server side representation of the world or region the server controls. Things needed would be AI, Players, Buildings, objects, ect. It shouldn't be a visual representation but just some way so that the server knows where everything is for collision detection, AI movement paths, ect. Any help is greatly needed! Thanks!   
  It's a little difficult to tell you an answer with those details without something generic like "an array". Judging by your other posts, I'm guessing it's a 3D "MMORPG". Information stored in a 3D (WoW) MMORPG server is very different than a text based Mafia Wars server.For AI, you should look up more information on node-based AI. AI is a comprehensive subject that entire books are written about.For everything else, it really takes more information than "how do I represent x server side". You should be thinking in tangible data types.For example...I have a building. It uses a model at "models/houses/brickhouse.x", is located at {16.0f, 135.0f, 3.0f}, is rotated at {0.0f, 90.0f, 0.0f}, is scaled {1.0f, 1.0f, 1.0f}, and has a bounding box from {8.0f, 120.0f, 0.0f} to {24.0f, 150.0f, 6.0f}.The server must then save this information, disable all nodes within the bounding box, and make sure all players aren't inside the bounding box. Of course, bounding box collision on oddly shaped meshes is a terrible idea but obviously this is a vastly oversimplified example.For players, you store the same type of things. You should also store ABSOLUTELY EVERYTHING POSSIBLE about the player.You should apply this thought pattern to everything you make (actually, you should apply this thought pattern to everything before you start programming the entire game, client and server. They should be designed from the very beginning to accommodate these features and figure out optimization).Judging by this question, I have a feeling that this is your first multiplayer application. Try making a multiplayer version of breakout or a similar game first, then expand from there. Trying to create complex AI and a complex world without experience is going to be very challenging.   ;  Exactly the same as you'd normally do it, except without the visual components?   