It'd be pretty easy to implement roll from volocity differences. It should not be inaccurate at all. And the overhead would be like... 0.01ms each tick. I'm not sure on how the game calculates roll, but if it works just by velocity, no problems found.
HTTP tunneling would need non-trivial additions to the server and client both, so that's probably no go. But nobody is stopping you from using a pair of proxies that are meant to work for UDP->HTTP->UDP. I think someone mentioned using them in some topic somewhere lately.
Yes, but why is a ship with 0 radius 1 pixel? 0 sounds like a better option. Hrm, I guess PriitK didn't want to mess with ships going through walls... sigh
Yes, FWB, that is why java is slow, because the code needs to be interpreted by the VM. Not to mention that any apps with a Java GUI are just plain old Windows 1.0 ugly.