Thanks for those last two replies, i didn't know it was normal for the heavy processing to be done all on the server. I like the idea of being able to use everyone's resources, but i suppose there really is no point when the servers can have enough resources to do it all.
I would not assume that there's "lots of unused resources" among players of your game :-)
Heavy processing is ALSO done on the clients. It makes no sense to waste bandwidth sending the exact movement of every link in a 200-link tank tread over the wire. Instead, each client that sees the tank roll, will run its own physics simulation, where the links will move up and down depending on how many rocks/dolls/skulls-of-the-crushed-enemy are underneath. Additionally, the clients all have to work hard to produce all those nice graphics. It turns out that graphics is actually just as much a CPU limited problem as physics is these days -- feeding a modern graphics card with enough data to generate the scene is often harder than the actual rendering of that data.