Quote:I plan to average around 400 delta updates (give or take) for a 28K connection (aka 3584 bytes/s
What does 400 delta updates mean? The 28 byte UDP header overhead times 400 datagrams (say, 20 players 20 times a second) means a lot more bytes than that, so that's not what you mean.
The upstream bandwidth used can be estimated as:
bandwidth = tickrate * (28 + deltasize * numplayers) * numplayers
tickrate is number of updates a second, and deltasize is the size of the update for a given player, in bytes. The bad part about that formula is the numplayers-squared factor.
Quote:I believe the Newton physics engine is deterministic, and it happens to be the easiest to implement on account of the engine I'm using (TrueVisison 3D 6.5)
Several hundred rigid entities will be challenging; if nothing else, then because you'll need to use base line re-sync for cases where the client can't possibly make the right guess. Unless you use a server-side round-trip for every player's interaction, including firing weapons (which usually is bad from a gameplay perspective). I don't know if Newton is multi-threaded, and I don't know how complex environments and bodies you are planning on using, though -- with the right trade-offs and optimizations, it might work.
I doubt that Newton combined with TrueVision will actually end up being as deterministic as you say they are, when you start deploying in the wild. There are lots of little details that will trip you up.