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.