Yes, but I wanned to turn that into ms. , eg:

d += time_var; // add duration of frame in ms
if(d >= 200) error("hello"); // 200ms.

Nevermind that, I ended up with this:
Code:
if(my.update_time_passed >= ((16 / time_step) / 5) )
{
	my.update_time_passed += 1;
}


5 = how many times/sec.

The other problem still stands. I just ran the client for 30 mins. At first, the error was almost constant (depending on direction, I mean movement_input being different, it gave different errors, but they almost remained constant). I just checked the client and the error now was adding up with 0.5 quants per update, corrected at 20 quants to 16 or 17, then adding up again.

I almost have a correct prediction method, but I'm truly lost now!

I dont have any ideas what could be wrong to give 18 quants difference even when updating 5 times/sec instead of 0.8 times/sec.
In theory the error should have been reduced down to 3 quants, due to often updating, but it remains around 18.


The even stranger part is that I was updating once every 1.2 sec. with my previous wrong counter, and I was predicting for 200ms. in the future, but the position was still almost correct, like it was ment for 1200ms silence, not 200 ms.


I have a ghost in my laptop that is joking with me! frown


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201