Quote:

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. if you make this relative to the speed you shouldnt have too big problems. so your client player gets the current position from the server along with the current forces of that object and extrapolates a position ahaed of time that compensates the lag time.




Wont that cause a problem ...
server sends the new calculated possition a little ahead of the client to smooth the movement , the client gets the new possition and at the same moment the connection between the 2 computers freeze and the server stops moving that entity...on the client the entity will move until it reaches the given coordinates wich are incorrect because the server stoped moving that entity , this is possible...right?


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