I'm having a problem coming up with the best solution to whether the server or client, or both should handle physics in my procedural generated multiplayer game. I don't think I need to handle the player's x, and z position on the server besides passing it to other players untouched since players on remote machines just move from their last x/z position towards the latest x/z position received.
The main problem I'm having is with vertical positioning while supporting the ability to jump, while not having server side physics. I don't want to have server side physics since there would be a lot of map chunks I'd have to process physics for. Passing the jump command from one player to another shouldn't be a problem since the client has physics data and can tell if the other players on their machine are on the ground which is required for jumping. But, I still don't want players to be able to fly since the server is authoritative on combat and other actions between players/AI.
The other problem is AI positioning. The AI should pretty much always be pasted on the ground, but this becomes a problem with caves, and overhangs and the like. Not sure how I would accomplish this without server side physics.
Any solutions I could use without server side physics?