So I have looked around for a long time about networking.
Something that is said that when a prediction error happens let the server set the state and replay all the commands to get back to the current prediction. Though were this gets confusing as that bullet for instance has to have the entire step forward at the same time. Which means you would have to rewind the entire world and go through everything again. Which seems very annoying, but wouldn't it also be expensive performance wise?
Any information of ideas on this would be greatly appreciated.
when a player becomes dead there is no need to synchronize the body yet once again rewinding to playback a player physics will muck up the ragdoll.
Only way I can see around this is having to physics worlds running and only rewinding one that has the local player and player owned stuff(guided missile or something). though both worlds would need to be filled with map objects and other player objects.