Hi,
how would I go about implementing PhysX into a multiplayer game? Especially since I'd be using a Half-Life 2 style of physics manipulation with impact on gameplay. What would be the best approach in theory?
Calculating the physics on every client and the server and manually updating position, orientation and applying forces if the difference to the server becomes too significant?
Only using PhysX on the server and using "fake" physics on the client, based on the values sent by the server?


Teleschrott-Fan.