Summary
In this chapter, we learned how to apply concepts used in AAA releases to hiding the effects of lag in order to create a better overall game experience. We applied smart entity interpolation to smooth the movement of entities and closely replicate the original motion of the player. We then modified our code to employ server-authoritative simulation for a hack-free game, with client-side input prediction with almost no rubber banding at all.
These concepts are particularly well suited to games utilizing direct client-to-server connections where the server will be simulating the state of the game, and for networking systems that allow for the use of unreliable messages to be sent.
In the next chapter, we'll cover a simple way to remove the need to lead targets in a server-authoritative shooter game: hitbox rewinding.