1. Server Dictates All – Client updates location based on server location
Issues:
- Lag locally on the client (needs to wait for input to make a full circle to the server and back)
- Client might potentially have a poor connection and some inputs get missed entirely
2. Client notifies server of location (I think this is commonly how multiplayer games work?)
Issues:
- What changes when they don’t match? One will experience rubber banding.
- Potentially a large amount of data would need to be passed
3. All clients have authority over their own location
Issues:
- The “server” will have a harder time checking for valid inputs
- A client with a bad connection will look bad everywhere else