Hello, I'm working on networking for a 2D MMO and have researched enough for my system design thoughts to start coalescing. However, I'm having a hard time piecing together the various approaches to decide what my client/server synchronization should look like.
Some potentially relevant decisions (that could be changed, I'd appreciate a sanity check):
- I'm using a fixed timestep.
- I'm counting simulation ticks instead of using wall time.
- The client postdates “input" messages (with the server giving feedback if the date is too early or late).
- The client buffers received “NPC state …