3 ms·
Running the same logic and the same technology in the server and the client was mandatory for realtime multiplayer games since the 1990s. See this article from
by giovannibonetti 6y ago
Running the same logic and the same technology in the server and the client was mandatory for realtime multiplayer games since the 1990s. See this article from Valve [1] for a briew overview of how client side prediction works. You should also have the server process the data to avoid cheating by modificating the client app.
[1] https://developer.valvesoftware.com/wiki/Latency_Compensating_Methods_in_Client/Server_In-game_Protocol_Design_and_Optimization https://developer.valvesoftware.com/wiki/Latency_Compensatin...
- cubano 6y agoWait a minute here...I was writing realtime multiplayer games for Galacticomm's MajorBBS in thr late 80's and we just pushed ANSI and made VERY interactive games without the need for a rich client...altho we did envy AOL's bitmapped graphic capabilities at times...