Well, the way George made the demo, he basically had the physics objects far enough apart that there would only be really one active at a time, but you could kind of do two at a time, by splitting the time for each entity between two (or more).

Kind of like this, I think:

Frame 1
Entity 1, gets physics, does its thing, releases physics
Entity 2, does nothing, or just uses ent_move

Frame 2
Entity 2, gets physics, does its thing, releases physics
Entity 1, does nothing, or just uses ent_move

Frame 3
Same as frame 1

Basically each entity is under physics control every other frame. This might work for some things, but would fail in some instances (like shooting a would be physics object in the frame that it wasn't under physics control). The more objects that you tried to split the time between, the worse it would be.


Never argue with an idiot. They drag you down to their level then beat you with experience