Client Server Simulation Synchronization

Client Server Simulation Synchronization

Are there any white papers, havok method calls or classes, or general best practice suggestions for synchronization of client and server havok worlds for a first person shooter?

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Hey Richard-Networked physics is tricky. Havok doesn't provide a solution out of the box. There is a preexisting thread about this here: did a quick google search and turned up a couple links that seem promising (though I haven't read in any great detail). I'd encourage you to do some research on this and then post back to this forum!

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