I'm trying to fix some movement sync issues we're having on the multiplayer game I'm working on. I've found this article helpful, now can anyone link me to more resources on this topic? I'm looking for articles about predictive client-server networking models. This other article I found ( http://www.gamasutra.com/view/feature/3094/1500_archers_on_a_288_network_.php
) describes lock-step simulation which I don't think would be relevant for the type of game we're developing.
Or if you guys have some wisdom to share about how to handle pathfinding sync and movement prediction? Right now I handle pathfinding server-side AND client-side so I just have to send a Vector3 as the requested destination to compute the path. Sometimes though, even a slight position difference between client and server will cause paths to be different on the server and the client. I was thinking of doing all my pathfinding on the server and send the characters positions and next few waypoints everytime I send sync data to clients. What do you guys think?