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however i wouldnt do it that way even if you do checks at the server. i cant await seeing a demo of your game to test this. i learned in serveral threads that this causes the simulation to diverge and brings big problems.




Hmm.. what do you mean by it causing the simulation to diverge and bring up problems? I don't remember reading much about this. Remember, i'm moving on the client, sending the positions to server, then having the server relay the positions back to the clients. The checks on the server only see if the movement is in a realistic range(to make sure client isn't cheating).

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you should be able to get closer to actual positons at your clients if you extrapolate the position of the other clients a little bit ahead of their current position.




Yeah, I was thinking of doing something like this. It should work quite well, especially in a racing game since it wouldn't be all that sudden(acceleration over time).


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