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This seems like a simple enough concept, but I haven't seen this implemented anywhere yet.

Assuming that the server just forwards and verifies data...

I'm using mouse-based movement, so it's not too difficult to predict the location of the player 150ms from when the event is sent. I'm thinking it is more accurate than using old data and older data on the receiving clients' side.

The question I have, is why can I not find any examples of this? Is there something fundamentally wrong with this that I cannot find anyone implementing or talking about implementing this.

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It's probably more that it's pretty straight-forward to determine where everyone will be in a short period of time, when you know everyone's destinations. Not sure how much discussion one can make out of it. :) You'll see a lot more work being done on the fine points of dead reckoning, where the clients don't actually know where exactly other networked players are going, because that's a much trickier problem to solve. – Trevor Powell Nov 1 '12 at 7:40
There was actually some talk about this not so long ago here: gamedev.stackexchange.com/questions/31288/… – Marton Nov 2 '12 at 9:29

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