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#ActualKnolanCross

Posted 29 September 2012 - 03:25 PM

I have coded a multi client arena game (to college) and a client server project (hobby), it had a game basis, but i just wanted to make a very fast client-server network appplication.

In my experience, you should actully check on both sides things like colisions, there are two reasons for that:
1) Naturality: if the client try to move into a wall and has to wait for the server to tell him that he may not move there and the notification take sometime to come, it will feel really unnatural. As has being said many times, prevention is better than cure.
2) Performance: if the client detects that a movement is illegal, you can avoid sending a message to the server which is always good for performance.

Another important thing I learned the hard way: let the character move/act on the client as soon as the player press the button. If you try to command the character by packets sent by the server you will have unnatural movement.

#1KnolanCross

Posted 29 September 2012 - 03:23 PM

I have coded an multi client arena game (to college) and a client server project, it was a game basis, but i just wanted to make a very fast client-server appplication.

In my experience, you should actully check on both sides things like colisions, there are two reasons for that:
1) Naturality: if the client try to move into a wall and has to wait for the server to tell him that he may not move there and the notification take sometime to come, it will feel really unnatural. As has being said many times, prevention is better than cure.
2) Performance: if the client detects that a movement is illegal, you can avoid sending a message which is always good for performance.

Another important thing I learned the hard way: let the character move on the client as soon as the player press the button, if you try to move the character by packets sent by the server you will have unnatural movement.

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