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I solved the problem on my own. My previous implementation of the networking engine made reconciliation impossible. The code I am using is private, though I plan on open sourcing the Box2D server/client-side prediction eventually. My solution is as follows: My game code is put into a separate custom Entity-Component-System, called NetEngine. The NetEngine ...


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Translate mouse input to rotation on the client-side. Then send the new view direction to the server, not raw mouse input. Usually there is more than one way to change the players view direction (keybindings, for example). When you just handle direction updates you don't have to handle this as a separate case on the server (not a particularly important ...



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