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I guess the reason why you were choosing this architecture was to keep the computation costs and computation effort low on the server, allowing it to be lightweight. (Another advantage of this approach is that the usually low upstream of the clients are relieved by a server acting as a broadcasting intermediator.) Of course the downfall is that it now ...


It's usually not a good idea to couple the framerate to the update rate of the network. The internet is just too unreliable for this. Your clients will feel every single lag and jitter. A better method is to have the server only send changes and have the clients interpolate with them. So when an object is moving from position A to position B over the ...

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