How do I use construct 3 physics server side?

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  • I am working on a top down 2D real time multiplayer game. I love how easy construct makes it to implement its physics and behaviors for single player games. The issue is, I want to run authoritative multiplayer where the server controls the results. What I can't figure out, is how to use construct physics or behaviors in the server side application. Maybe this just isn't possible and I need to look at an alternative approach, but basically I want to be able to use the same behavior such as a bullet to predict where something is moving, when a player presses a button, etc.

    I know multiplayer topics are tough in general, but just wanted to figure out if using construct is the wrong approach for this or if there would be a way to use the same physics so I can match up the local prediction with the server predictions.

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  • After doing some more research it looks like I can use Contruct for both sides and its built in multiplayer does have a lot of built in powerful capabilities like client prediction, simulate lag, etc for authorative multiplayer. The downside seems to be that if you want to run your game on dedicated server, you have to actually run the game in a window and open multiple browsers for multiple instances possibly. I guess I will cross that bridge when the time comes.

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