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Toni Alatalo wrote:
> 
> and perhaps more importantly, it is good for the client to calculate
> the physics too, at least for the own character / ship / whatever, so
> that the collisions are not laggy .. i am actually kind of curious
> how far you can go with the so-called 'client side prediction',
> collegues are now implementing it for a (to-be opensourced) thing
> that enables mmorpg like things. in that 'prediction' idea clients
> can then correct things based on the messages from server, when the
> prediction went a bit wrong or something, but at least it should work
> perfectly with walking to walls etc. (static geom).

Yes, this is called dead reckoning and it doesn't work all too well.
This is the main reason for people "jumping around" the screen when the
network latency is high. It is better than having nothing, but you
cannot go to far with it - the long you are without the server data, the
larger the errors and inconsistencies will be.

> 
>> then again, in one arcade style / action game we are making, 
>> currently the trusted client (or peer) that has the control of a
>> weapon anyway, is also responsible for calculating the damages it
>> does and reporting them over the network to the server.
> 
> in that case the design evolved from a single player game, where the
>  weapon is a particle system and the individual particles cause
> damage. when we needed to quickly make that a dogfight thing that
> works over LAN, was simple and optimally efficient to keep the
> client-side damage calculations, and currently trust is no issue
> there. dunno if that is interesting also w.r.t p2p ideas. 

This will work until the first player connects with a hacked client
reporting vastly increased damage and ruins the game play for everybody.
This is precisely the thing you *do not* want to be on the client or the
client has to be locked down tightly (cryptographically signed, closed
source, etc.). Even then you will face cheating - see games such as
Counterstrike where various aimbots (most of them are client hacks)
almost wiped the scene until some countermeasures appeared.

Designs from single player games and games playable over LANs with few
trusted friends are rarely applicable to internet gaming and untrusted
clients.

Regards,

Jan

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