Just to throw it out there, it would be a hell of a lot of work but if you wanted *real* flight dynamics logic, I've spent a lot of time messing with FlightGear (flightgear.org), which is an open source standalone flight simulator. It has multiple flight dynamics models but the one that is most test...
It is not currently built into the engine, because the stock physics plugins do not include joints. There's nothing going on in that direction in bullet yet, to the best of my knowledge, but I took over Timmy's Physx3 project a while ago and added joints and ragdolls (though my ragdolls still need m...
Ah, yeah, it's never that easy. . You'd probably have to write your own clientside damage logic based on physx collisions, which would be less hack proof, but...
By default you're running a physics sim on the server as well as on each client, so if you want objects to run on the client and not get networked you would theoretically just say "simType=0" in the physicsShape datablock. I say "theoretically" because this actually hasn't worked...
Paul, you're probably all over this aspect of it but if not, make sure you take a good hard look at whether you really need to network all the physics objects you're trying to network, ie are they all gameplay critical and interactive between different players? Because if there's anything that can b...