   dead reckoning and prediction on client-side
  I have read some articles about using dead reckoning for client-side predictions. I am not to sure how it works in teams of algorithm, but my question is that why do we need such algorithm for prediction? I think both client side and server side should have same logic for movement. why do we need special algorithm for prediction rather than the same logic in server side?i am so confused. i believe server would have logic eg: move from A to B.why not to copy the same logic to client?   
  because of packet losss, latancy,packet jitter, out of order packets, duplicated packets ect......   ;Quote:Original post by dongzhewhy do we need such algorithm for prediction? I think both client side and server side should have same logic for movement.Making the client run the same movement-logic as the server is one way of implementing prediction ;)   ;  If you can live with all commands having one round-trip worth of latency, and you can debug all possible sources of de-sync (such as floating point precision differences, CPU control world bits, random number generators, packet drops, etc), then using deterministic simulation is a good way of keeping things in sync. Most RTS games do it that way, for example.If you want more immediate response to user commands than possible with a server round-trip, or if you want to run in a heterogenous environment where bit-precise determinism can't be achieved, then you need some kind of prediction and/or correction mechanism.The Forum FAQ has pointers to several articles on this subject, btw.