Currently one of my games engines written for a shooter seems to work correctly.
Currently projectiles are sparse, travel quite slowly and are synced over network they are generated as entities.
But in the future I'll have weapons generating very large amounts of much faster projectiles. So here I wonder if generating a system dedicated to projectiles would be a better idea. I currently want to generate projectile pools to manage the syncing of short lived projectiles without limiting the projectiles count.
Physics and collisions are managed by a physics engine where I can register any type of objects (server and client side).
Is there a better approach to the problem?