By implementing peer to peer connections between clients in a client-server network model I should be able to increase the prediction fidelity as this theoretically would provide the client with other ...
What is the right way to tell the position of our local player to the server? Some documents say that it is better to send the inputs whenever they are produced. And some documents say the client ...
Why do all fps games have the server send gamestate instead of input which is smaller? One reason I can sort of see is that if the server sends input to the clients and a packet gets dropped then the ...
Why do we still moan on wallhackers in multiplayer first-person shooters? Isn't it possible to perform occlusion culling for all players server-side? For example, send player xyz information to ...
We are making a multipler first person shooter. The client sends it's position to the server at a fixed rate (currently at 10Hz). The server sends a single message contatining all player's positions ...