title: WebSockets performance
body: <p>I'm thinking about implementing a <strong>HTML5 mmog</strong> where there is a fast running object involved. Players constantly alter the direction of that object by shooting at it. I thought about <strong>WebSockets</strong> etc. (<strong>socket.io</strong>) and <strong>canvas</strong>.</p>
  
  <p>I reckon that the calculation of the direction change has to be done client- AND serverside and then synchronized - with the server being master to avoid cheating.</p>
  
  <p>My worries are that regardless of how fast the server is, latency will cause lag and therefore kill synchronization.</p>
  
  <p>Is there a good way of solving this puzzle? How to achieve real time syncronization of this amount of data where all info is critical to not miss a direction change. All players need to get the new direction of the moving object without delay to not corrupt the gameplay.</p>
  
  <p>I assume this problem has been solved in existing mmogs. </p>
  
  <p>Any ideas?</p>