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1

I would suggest making a separate buffer for each player that is responsible for squashing commands together. Basically, it should reduce a set of network packets into an approximation of user's input, which is sampled only once per game update that should result in equally significant change for every player. The question is, what should be sampled from ...


1

Your game shouldn't depend on the speed at which the packets are sent as it will vary depending on your internet connection regardless of what rate you attempt to send them. Instead your server should move the character depending on the user actions (e.g. while they are pressing (sending) W move them forward, or if you are counting mouse clicks then send ...


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The server contains the actual running model of the game (the only source of truth). Each player sends commands to be executed in the server's model, and when they see those actions take place, it's a result of the server accepting that command and echoing back the effect of it. This echo is also broadcast to all other players in tandem. If Player A is ...



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