This second log was supposed to be about making the server authoritative so we would prevent cheating. Authoritative server has to simulate physics while client does client-side prediction. The first step took a bit longer than expected and deserves its own log. The previous naive implementation of our multiplayer platformer used Phaser‘s Arcade Physics. Given new requirements, which will be further explained in the next log, we can’t use Arcade Physics and need to create our custom solution.