Game Development Stack Exchange is a question and answer site for professional and independent game developers. Join them; it only takes a minute:

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

I've come across this problem before and it would be good to know the different ways of solving this problem.

share|improve this question
dead reckoning is the solution, not the problem, the problem is latency – hiena Jul 22 '10 at 14:04

There are a lot of ways to solve dead reckoning.

One way is to have the server store the latency of each player as well as past game states (up to the maximum time before disconnecting an inactive player). If a packet is received, the server will check the game state in the past when the player is sent the packet and check for events.

share|improve this answer

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.