One approach might be to have the client-server split existing in your single player game as you describe, but disable the whole client prediction side of things.
Essentially, your client never bothers predicting anything (or if it's more convenient, predicts that you don't move at all), and your server effectively sends correction messages each and every frame regardless of what the client says has happened.
Edit: Beaten to it - I just said more or less the same as Ashaman73.
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#2C0lumbo
Posted 10 December 2012 - 05:55 AM
One approach might be to have the client-server split existing in your single player game as you describe, but disable the whole client prediction side of things.
Essentially, your client never bothers predicting anything (or if it's more convenient, predicts that you don't move at all), and your server effectively sends correction messages each and every frame regardless of what the client says has happened.
Edit: Beaten to it - I just said more or less the same as Ashaman73.
Essentially, your client never bothers predicting anything (or if it's more convenient, predicts that you don't move at all), and your server effectively sends correction messages each and every frame regardless of what the client says has happened.
Edit: Beaten to it - I just said more or less the same as Ashaman73.
#1C0lumbo
Posted 10 December 2012 - 05:53 AM
One approach might be to have the client-server split existing in your single player game as you describe, but disable the whole client prediction side of things.
Essentially, your client never bothers predicting anything (or if it's more convenient, predicts that you don't move at all), and your server effectively sends correction messages each and every frame regardless of what the client says has happened.
Essentially, your client never bothers predicting anything (or if it's more convenient, predicts that you don't move at all), and your server effectively sends correction messages each and every frame regardless of what the client says has happened.