Hello everyone,
I am running into a problem while implementing client-side prediction in my multiplayer FPS. I'm not entirely sure if I've completely and correctly understood the concepts. I have read the articles from Gambetta and from Valve, as well as several others.
What I'm currently doing is sending client input as key presses and key releases; the client sends when it presses 'W', for instance, and sends a packet once it has stopped pressing 'W'. The client then predicts the movement in a fully-deterministic way. The server then sends a position packets to all of the …