I'm thinking about an algorithm for firing projectiles with lag compensation. Now I did find only one descent solution:
- Player hits fire button.
- Client sends input "fire".
- Client waits for server response.
- Server generates bullet then sends response to client.
- Client recieves response and finally fires projectile.
Is this solution only "trueway"? I find it the only one that can be fair to all of the clients. Valve in this case, doesn't compensate lag from rocket shots. I am feeling that I will not compensate it, too. I think that with today's bandwidth I can close my eyes on this problem, because I don't see any solutions with fair logic. What do you think?