I don't think we use glide at all and I'm not familiar with it at all.

We have a single application that handles the physics simulation and then sends the updates to all clients. This application is using the 3DGS physics engine for all movement and collision detection.

This means that any fps or speed differences in the physics application would affect all the physical entities at the same time and the same way and thus all the clients are in sync in terms of the physical simulation. We then have a DR routine running on all clients to handle the time between packets to acheive smooth movement.

We thought about using the 3DGS physics engine on the client as a form of DR, in effect turning it on when the update time between packets got too large. But we found it easier to just write a simple DR routine... we might still do it in the future and it should work; after all, a DR routine is really nothing more than a physics engine!