Frip
1
While I’ve read through some of the different methods for handling server/client interactions…
I’d like to know if a game that uses a fairly high number of simple physics objects (at least a few-to-several hundred sphere/box colliders) is even feasible in an online multiplayer game? The primary interaction in the game is entirely physics based for each player.
If that’s not, could lan have a shot?
Thanks for any help with this 
I would recommend using a custom-built, simplified physics engine. The problem with the inbuilt one, is that for complex interactions it is too imprecise to guarantee that the result will be the same on all computers- and if you do it authoritatively, then you need a very large amount of network traffic to keep every object synchronised. Online, it would be tricky to manage outside of absurdly fast cable connections, but I think you could get away with it on a LAN.