Then I’d say I get a last rebut against your statements. :o The packet size of TCP is much larger than that of a UDP message. Further, your premise of “HQ won’t send messages that could be dropped” in so much as TCP messages can be dropped as well, it’s just the protocol handles the resending. In UDP JGN handles that instead of the protocol. It’s probably not as efficient or as fast, but it works.
In JGN I can reliably send more than 2,000 messages per second, so 10/second per player isn’t bad for me. If you’re talking about a first-person shooter you just have to update that frequently or you are no in sync with the server reliably. Look at games like Quake, Unreal, Battlefield 2, etc. and I believe you’ll find updates at least that frequently. One of the features on its way is prioritized update messages that send updates to clients less frequently depending on distance from the object. That is a feature explicitly part of the PhysicsNetworking.
Something I haven’t yet added is clock sync, but it shouldn’t be too difficult to add. I would be interested in how you went about implementing this?
-Matt Hicks