Jump to content
Posted 31 January 2011 - 03:03 AM
Posted 31 January 2011 - 05:21 AM
Pretty much, you've missed out client-side prediction though;
Is this the correct implementation ?
Assuming a client-server design, then the server is simulating client 1's character, and can send updates to client 2 as fast as usual. The server is always the authority on all rules - clients don't move themselves, they just send "I'm holding the move key" messages to the server, and also predict the outcome of these messages locally (and the local predictions can/will be overwritten by the server's version of events).
Also say client 1's latency is huge - say 500 ms, would this affect how client 2 sees client 1? Would it still be smooth, just that client 2 will see client 1 as it was 500 ms later?
Posted 31 January 2011 - 09:23 AM
Posted 31 January 2011 - 12:46 PM