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Oct 18, 2012 at 0:04 comment added Sean Middleditch For both points raised, there are complex techniques to address them. For the first, try to delay movement. Example, have the character turn to look in the predicted direction of travel, and move slowly after the delay. It'll mask the minimum latency you'll always have, and snapping should only happen with more extreme lag. For the second point, server and client both need to be aware of the round-trip time, and adjust accordingly. If the server gets a move and there's a .05s RTT, it knows roughly how far ahead the client is. Likewise, the client can tell how far ahead the server is.
Oct 17, 2012 at 2:55 history answered mikera CC BY-SA 3.0