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

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.

share|improve this question
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:… – 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

Your Answer


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

Browse other questions tagged or ask your own question.