title: Game network code - Client side prediction & correction
body: <p>I'm creating a 2d sidescroller mmorpg using winsock and c++ and I wanted to ask how to program client-side prediction &amp; correction?
  Well especially the correction, because prediction is basically just running the physics code you have running on the server on the client.
  The server sends corrections about every two seconds. This messages contains X &amp; Y positions and X &amp; Y velocity and the Input like
  left 0, right 1, jump 1...</p>
  
  <p>Edit:
  Is it ok that I do the same for other clients? So instead of sending snapshots of position and velocity, I only send input that has changed, and the local
  client will predict where the other clients are moving to. The server sends corrections every 2-3 seconds.</p>
  
  <p>Thanks a lot! </p>