well, my understanding is that the industry standard is the authoritative server with client side prediction, reconciliation, lag compensation… but that assumes there’s one server that’s authoritative about every aspect of the game, including physics collisions. With the way Deploy works, it seems like all the isolates would have their own instance of the physics simulation, which can be intermittently sync’d via BroadcastChannel, but handling collisions seems tricky because detection is a qualitative thing and seems like each isolate would be equally authoritative.
My use case is typical of arcade/platformer games e.g. player hits a baddie and loses health, entity hits a static object and bounces off… and would like to be able to prevent cheats with modded client code.