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There's lots of talk of server-side prediction, but I haven't seen a client-side alternative implemented anywhere.

My game uses mouse-based movement, so it's easy to predict the player's location 150ms from when the event is sent. Wouldn't this be more accurate than using old data on a receiving client's side?

Is there something fundamentally wrong with this approach that I'm missing? I'm thinking of implementing it, but the lack of existing info gives me cold feet.

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
Here's a more general question on the same topic -- just to demonstrate this has been done / thought about. –  Anko Mar 1 '14 at 11:46

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