Hi,

I have a physics based games where players are rigid bodies and they collide a lot with each other.

I thought about it and I think it is not really possible to implement client prediction for the game because I have no way to simulate physics in currently in Godot. So I wanted to ask people who have experience in online game development - is client prediction the only way to go? What generally can I do to overcome this problem? It is possible to swap to another engine but its an overkill, isn't it?

Client-side prediction in a game that has lots of RigidBodies (controlled by different players) will always be a difficult problem to solve, regardless of the engine. Godot doesn't support manual physics simulation yet, but even with manual physics simulation, you will run into issues when colliding into RigidBodies that are moved by the server (either on its own, or by the order of other clients).

a year later