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Vehicle Prediction and Networking for Client/Server Model

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I'm currently working under the HL2 Source Engine (2007). I have implemented my own vehicle physics that uses the Havok Engine for collision detection, and is clientside predicted and cloned on the server.

I've been trying to figure out how to implement the networking correctly. There are several situations I need to handle:

  • Client collides with solid stationary server entity.
  • Client collides with non-solid stationary server entity.
  • Client collides with solid moving server entity.
  • Client collides with player.
    And there are several problems I need to overcome:

    • Players are interpolated on client by 100ms to smooth server input.
    • Player 1 has 100 ping, Player 2 has 50 ping.
    • In a frozen time frame, Player 1 is showing 0ms, Server is showing 100 ms history, and Player 2 is showing 250ms history.
      Any recommendations or help would be appreciated!

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