Back again, and thanks for the interest.
The past week has been spent rewriting all of the netcode to use a lower-level implementation. This allows for more optimizations and hand-tuning to make an open-world game like this possible. The result is much reduced bandwidth usage and better performance with unnecessary memory allocations removed altogether. Network culling allows many players in a world without needed to send data about every single entity / NPC. Giving the server full-authority also prevents many cheats from working as well. This is an area where games like Day Z and Rust fall short.
I was also able to spend some time on the physics in the game. I wrote the characters and vehicles to be fully simulated physical entities that allows players to rag-doll on death, and vehicles to slide, burnout, and lose grip depending on surface. Without further ado… here some vehicle/rag-doll.. testing, uh.. for science.
Please tell me if there's anything in particular you want to see and I'll be sure to keep you guys updated. Thanks!