My Potential Solutions

1. Server Dictates All – Client updates location based on server location


  • 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?)


  • 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


  • The “server” will have a harder time checking for valid inputs
  • A client with a bad connection will look bad everywhere else
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