Original Post
I've implemented pretty much the techniques described by valve here: https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking It all works on both the server and client(s). With one little issue, or rather, a concern/question:
When I interpolate the movement of an entity between two points I already know, this causes a blanked 100ms rendering lag on the client (I receive state updates at 20Hz) of remote entities. This is fine, but when a remote entity does some action (say shooting or jumping), which needs to be synchronized to movement - do I not also need to delay these events by the same amount when I receive them from the server, so everything lines up nicely?
When I interpolate the movement of an entity between two points I already know, this causes a blanked 100ms rendering lag on the client (I receive state updates at 20Hz) of remote entities. This is fine, but when a remote entity does some action (say shooting or jumping), which needs to be synchronized to movement - do I not also need to delay these events by the same amount when I receive them from the server, so everything lines up nicely?