It's been almost a year since GGPO went open source... How come no information about integration?

GGPO will not work with a distributed rigid body simulation. It’s a fine networking approach for games where the simulation is cheap, and where there are few actors, but if you throw a grenade at a pile of blocks, that’s not what you end up with.

In a fighter game or other such “immediate input” game, saying you have “0 frames of latency” might just mean that you predict the local actor immediately, and because you have the input-synchronous model, you will see yourself with no latency. You will see the other guy with whatever latency is in the network – information theory says you can’t do better than that! Thus, whatever wind-up animations you use, will be cut off from the beginning, for the remote player. You can, in turn, get around this by designing the wind-ups to look alright even when they’re cut off from the start.