Original Post
Recently I just found out that my physic engine of choice (ODE) is actually a non-deterministic engine. This revelation really hurt my multiplayer engine I'm currently planning. Further investigation on other engines reveals the same problem. If ODE is non-deterministic and so does the rest of the game oriented physics engines then how do people make multiplayer game ? Obviously in multiplayer game you want the simulation to run on each clients in synch with the server's simulation to eliminate the necessity of huge corrections. Are there any articles, tutorials or mailing list dedicated to this ? I've been googling around but the results aren't very good and sufficient.