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Arcade physics server side


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This question has been brought up before but most threads I could find were relatively old, so i thought i might bring it up.

I'm wanting to do a lightweight multiplayer platform shooter and i'm thinking running some authorative physics/logic on the server would be the best approach. But after digging around abit it didn't look that feasible with arcade physics. Like in this thread where its stated that running phaser headless is a bad idea.

Do someone have experience with this, and to keep things as fast as possible and relatively scaleable, what would be the best approach to a game like this?



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