web based networked game physics efficiency I am writing a web based game, using websockets. its pretty simple, two players shooting at each other with bullets that have acceleration from a starting point at an angle. The client side (frontend in web dev terms) uses phaser.io with p2js for physics. However after reading this post, i believe that it's smarter to do some of the physics for the players on the server side. Such as collision detections, and update the player positions at regular intervals to keep the two players at sync. Now i have two questions if i use the Box2d javascript port on nodejs on the server side to simulate server side physics, than is it just as efficient as using the native c one? seeing as from what i have read so far it seems the js ports aren't that well maintained, and they are js ported on the other hand the js codes might be easier to deal with than the c ones. using p2js on the client side and using box2d on the server. The server being authoritative, and sends regular updates (once every second) as to the actual positions of the players. will the physics simulation be in sync (atleast to the user)? Theoretically i don't see any reason for it to not, given that both user has the exact same latency (this is assumed for sake of simplicity).