Original Post
I am trying to create a multiplayer tank arena game. ***** My first idea was to do this: ->Clients send data to server ->Server waits for all clients. It then updates the world. ->The server then sends the data to the clients. The client would only have to render the world. ->If the waiting is too long we can boot the client from the server (ala warcraft3/starcraft). The problem with that (I imagine) is that it would be too slow, since the usual ping across a network would be ~200ms/5 frames a second. *** I started reading up on dead recokoning, but I am not sure if what I have is right... No need a server, its peer to peer. Each frame ->The client will update the entities in the world (excluding all tanks not owned by the player). ->The second update, the client will update all the tanks and an imaginary tank (owned by the player) using the last known pdu. If the values of the imgainary tank and the real tank differ too greatly then the a new pdu will be sent out. The reason there there is two updates. We dont want the client to produce a collison (for a entity it doesnt own) that is provided by inaccurate values (IE out date pdu).