As suggested before in many many other threads (although I see this is your first post, so I won't go into that) we know multiplayer isn't impossible. We know this entirely. It is much more complicated for a game Like BeamNG and RoR than, lets say, a typical car game like Forza where, as you stated, all you would need is, "the Information (like the Vector) that describes the position and movement of the car, Car Type and styling". In other games, you are totally correct. That is almost all that is needed and the game can just calculate the rest based on the geometry of the known car model that is already in the games files. BeamNG... well... it doesn't work this way. Not if you want it to be accurate anyways. BeamNG uses Nodes and Beams to simulate its vehicles. Every node has a position that needs to be taken into account. Luckily... as long as you keep track of which node is which... rotation is no longer a problem this way. That being said though... there can be upwards of 500 nodes per car at times... that can be a lot. Again though... I say this, but as discussed before, this isn't even the problem. It has been proven that there are functioning methods that can transmit the position of all the nodes based on the reference nodes positions, and then apply rotation to the reference nodes only to transmite a full blown representation of a vehicle. Plus, to add to that, the data stream can be compressed enough that multiple vehicles can be handled with even the most average internet connection. The problems with multiplayer arise when you try to apply collisions to this physics engine over the internet. If even the slightest bit of lag happens, both cars end up getting torn to shreds... I experienced this in RoR when multiplayer collisions were in their infancy. Even lightly hooking up to someone else's car with my tow truck ended up scattering both of our vehicles halfway across the map. Or running into someone would end up with you phazing half way through them before both vehicles just went mental. Remember when in the early days of BeamNG you would hit another car and get crash welded to it almost every time? Imagine that about 100 times worse in multiplayer and having that collision being a ticking time bomb for blowing the vehicles to kingdom come. That was RoR's multiplayer collisions. The great hurdle is how to make the collision system stable enough to work across iffy internet connections. I am sure estama is probably pulling his hair out somewhere over this very problem right now as he has basically had his hands in it since the RoR days.