quote:Original post by Taulin
Any time the client is allowed to make world state changes, it leads to cheating and stabability problems, much like a peer to peer network game works, and why most people choose client-server now.
The server should do world calculations like hit detection and such to keep the game world data accurate, and send out delta info. The client should do only the amount needed for prediction (i.e. starting with QuakeWorld). Again, it is good if you can let the client do some of the work, but be carefull of cheating.
interNEKO
Do you have any reccomendations as to how much processing the client should actually do? How laggy/appropriate would it be for the clients to only report delta''s in speed and orientation and then have the server relay that info to all other clients?