Original Post
Hello, I just read this article at http://www.bookofhook.com/Article/GameDevelopment/TheQuake3NetworkingModel.html and I'am trying to understand why: "server sends sequenced game state updates that are delta compressed from the last acknowledged game state the client received". If "first person" side does client side prediction, what does it matter, how other third person players had moved till I got new game-state update? OK, I missed few updates, made prediction for them (possible got some of them wrong) but now with new update packet I can fix it all. So why would I need all that game-state updates I missed? If "Dropped packets are handled implicitly..." why it is so important to send them? Thanks.