Original Post
is the server doing a separate simulation for each client? the article says that the client send a "stream of input" when the server receive a new input, it advance the physics. so it seems that the server keeps a separate simulation for each client. in this case, how each simulation knows about each other? ie: when character 1 collides with character 2. and wouldn't be too cpu costly in case of complex scene? if there is just one simulation, then i don't get the part where the input strem of every client gets 'mixed' togheter. i'm surely missing something obvious, many thanks if can enlight-me :)