Original Post
Ok. I have one serious problem I cant solve. Please any help! Problem is this.... In my client/server game players are moved using velocity and angular velocity. Client scenario is this: First pick input, then send this input data to server (just simple keypresses), and process that input ie. move/rotate player. Server scenario is this. Picks message with input data. Process that input message by moving/rotating player. Client sends this delta update every frame. Problem: If I press rotate left for just one frame, on client it is AngularVelocity*DeltaTime rotation. And on server it is also AngularVelocity*DeltaTime cause it will get input data from server and now that rotate left is about to occur. It sounds good but delta time on client and server can be different meaning different rotation for just one simple press. This difference between client and server`s rotation is small but if I start moving forward it just happens to desinchronize my positions (obviously cause slightly different directions). And this problem also occurs when I start pressing rotate left and after a while release it. Synchro with positions suffers from same problem but it is not so obvious and doesnt affect playing... Could anyone knows answer. I had same ideas sending delta time and fixing it on sever for each player but it just sounds bad to do that...