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Dec 6, 2016 at 11:13 vote accept newguy
Nov 25, 2016 at 2:16 vote accept newguy
Dec 6, 2016 at 11:13
Nov 24, 2016 at 14:19 answer added Philipp timeline score: 4
Nov 24, 2016 at 13:12 review Close votes
Dec 9, 2016 at 3:02
Nov 24, 2016 at 13:08 comment added Vaillancourt The theory tells that the client sends the input to the server, then 'presume' what the server will return and show it to the player, and 'correct' what's displayed to the player when the answer from the server comes. It's called client side prediction. Since the server is the authority, it prevents some cheating. Take a look at this Source Multiplayer Networking article for more inspiration.
Nov 24, 2016 at 13:02 comment added newguy @AlexandreVaillancourt Thanks the link you posted suggests a mix solution which detects the changes in the client and then verify them on the server. Does that mean sending the actual positions/directions/speeds to the server is OK? Sending these data vs sending mousemove/keystrokes have great impact on the structure of my code so I need to choose carefully.
Nov 24, 2016 at 12:52 comment added Vaillancourt Never trust the client.
Nov 24, 2016 at 12:52 comment added Vaillancourt Possible duplicate of Should collision detection be done server-side or cooperatively between client/server?
Nov 24, 2016 at 12:46 history asked newguy CC BY-SA 3.0