Original Post
Hey Im in the process of desiding how to implement network into my game. The game is a fast-phased 3d isometric perspetive coop game. (The view is somewhat like diablo). After some reading I have grown found of the quake3 way of handling netcode. ie. Let everything be unreliable. In my mind I have figured that I will use a test on the server to see what entities that might be visible the next N frames ( around 2-5 I guess ). And send a list of these to the client. The client will be dumb, and just send its input to the server. The server will rollback the movement from the client and make sure its in sequence. The client will be performing a somewhat simple client side prediction, and will act immediately on input for its own avatar, and later rollback the servers position for the avatar. (Only the players avatar get predicted I think. ) To hide the effect of lag somwhat I figured i will always render behind what the client actually got in terms of data. So I can interpolate up to the newest data set, and if no updates arives from the server - extrapolate. Does this layout seems reasonable? What are the problems I might bump into, and are there other options that I should consider? cheers, Sondre