I'm adding multiplayer to an iPhone game that we have in our company. It's a sort of 'table hockey' game, with a puck and two mallets.
It's a pretty fast game, so I need a smooth experience at both ends. What I'm doing right now is using Game Center, and setting up the iPhone that starts the game as the "server."
So, the client runs its physics the same as the server, but the server adjusts the speed of the puck on the client and adjust its position when they are going on the same direction. The problem that it has some glitches, when the physics simulations differs a bit between then and the server sends the command to correct and the client kind of jumps around.
Does anyone has a suggestion how should I can handle this? Or should I try a different way?