Original Post
in my ideal environment, when the server sends a message, the players all recieve it at exactly the same time.
in a predictable simulation, this would allow each player to run at their own maximum framerate and recieve low-bandwidth instructions to act on in exactly the same manner with exactly the same outcome. as if.
what if one player recieved the instructions later, their simulation will have advanced further in time and the result may be different and we are no longer in sync.
i see only two solutions:
everyone operates at a fixed rate: send info, recieve info, act on info at an agreed time, repeat.
queue data and send at a fixed rate (ie 5fps).
the other problem i see is that what if one player doesnt recieve the data at all while everyone else has already skipped to the next stage?
any suggestions would be much appreciated.