title: Networking for games?
body: <p>I want my game to be entirely server side. Meaning, the client only sends their keystrokes. They then are given updates of the changed objects' positions from the server. The client then renders everything each frame.</p>
  
  <p>This is a 2D game</p>
  
  <p>I was thinking of something like this:
  calculate the inbetween frame using Box2D, and do not try to predict where the server is in fact going to be.</p>
  
  <p>ServerPos -> ClientPos -> ServerPos -> ...</p>
  
  <p>If by a certain time we have not gotten a packet (dropped or something) then we just simulate the next frame on client. The idea is to avoid the server always correcting our position. We want the client to fill the inbetweens but not try to predict where the server is going to be. </p>
  
  <p>We want to avoid at all costs moving the player in the opposite direction because the client over simulated, so we could multiply the resultant vector by a scalar like 0.98 which would mean the client would be slightly slower than the server and would help ensure a smooth transition to the server position.</p>
  
  <p>Thanks</p>